Unity相机移动之屏幕边缘检测

本文实例为大家分享了Unity相机移动之屏幕边缘检测的具体代码,供大家参考,具体内容如下

功能:

类似LOL 红警 相机移动方式。

鼠标移动到屏幕边缘,相机随之移动。

当然还有可以加亿一点点细节,比如鼠标指针变化,滚轮推进拉远视野,中键平移视野等。(没做)。 

效果图:

这里做了可视化数据(可以看到限定的屏幕距离),线框内为检测的距离。

代码:

复制脚本,直接挂载相机上就可以用。

using UnityEngine;

/// <summary>

/// 相机边缘移动

/// </summary>

[RequireComponent(typeof(Camera))]

public class CameraScreenEdgeMove :MonoBehaviour

{

[Header("使用边缘移动")]

public bool isUseMoveOnScreenEdge = true;

/// <summary>

/// 打开调试

/// </summary>

public bool isDebugScreenEdge = true;

//移动速度

public float moveSpeed = 1f;

/// <summary>

/// 距离屏幕边缘多远就开始移动相机

/// </summary>

public int ScreenEdgeSize = 20;

private bool MoveUp;

private bool MoveDown;

private bool MoveRight;

private bool MoveLeft;

private Rect RigthRect;

private Rect UpRect;

private Rect DownRect;

private Rect LeftRect;

private Material mat;

private Vector3 dir = Vector3.zero;

private void Start()

{

CreateLineMaterial();

}

private void Update()

{

if (isUseMoveOnScreenEdge)

{

UpRect = new Rect(1f, Screen.height - ScreenEdgeSize, Screen.width, ScreenEdgeSize);

DownRect = new Rect(1f, 1f, Screen.width, ScreenEdgeSize);

LeftRect = new Rect(1f, 1f, ScreenEdgeSize, Screen.height);

RigthRect = new Rect(Screen.width - ScreenEdgeSize, 1f, ScreenEdgeSize, Screen.height);

MoveUp = (UpRect.Contains(Input.mousePosition));

MoveDown = (DownRect.Contains(Input.mousePosition));

MoveLeft = (LeftRect.Contains(Input.mousePosition));

MoveRight = (RigthRect.Contains(Input.mousePosition));

dir.z = MoveUp ? 1 : MoveDown ? -1 : 0;

dir.x = MoveLeft ? -1 : MoveRight ? 1 : 0;

transform.position = Vector3.Lerp(transform.position, transform.position + dir * moveSpeed,Time.deltaTime);

}

}

void CreateLineMaterial()

{

if (!mat)

{

Shader shader = Shader.Find("Hidden/Internal-Colored");

mat = new Material(shader);

mat.hideFlags = HideFlags.HideAndDontSave;

mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);

mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);

mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);

mat.SetInt("_ZWrite", 0);

}

}

void OnPostRender()

{

if (isUseMoveOnScreenEdge && isDebugScreenEdge)

{

DrawRect(UpRect, MoveUp, Color.cyan, Color.red);

DrawRect(DownRect, MoveDown, Color.green, Color.red);

DrawRect(LeftRect, MoveLeft, Color.yellow, Color.red);

DrawRect(RigthRect, MoveRight, Color.blue, Color.red);

}

}

private void DrawRect(Rect rect, bool isMouseEnter, Color normalColor, Color HeighLightColor)

{

if (isMouseEnter)

{

DrawScreenRect(rect, HeighLightColor);

}

else

{

DrawScreenRect(rect, normalColor);

}

}

private void DrawScreenRect(Rect rect, Color color)

{

GL.LoadOrtho();

GL.Begin(GL.LINES);

{

mat.SetPass(0);

GL.Color(color);

GL.Vertex3(rect.xMin / Screen.width, rect.yMin / Screen.height, 0);

GL.Vertex3(rect.xMin / Screen.width, rect.yMax / Screen.height, 0);

GL.Vertex3(rect.xMin / Screen.width, rect.yMax / Screen.height, 0);

GL.Vertex3(rect.xMax / Screen.width, rect.yMax / Screen.height, 0);

GL.Vertex3(rect.xMax / Screen.width, rect.yMax / Screen.height, 0);

GL.Vertex3(rect.xMax / Screen.width, rect.yMin / Screen.height, 0);

GL.Vertex3(rect.xMax / Screen.width, rect.yMin / Screen.height, 0);

GL.Vertex3(rect.xMin / Screen.width, rect.yMin / Screen.height, 0);

}

GL.End();

}

}

以上是 Unity相机移动之屏幕边缘检测 的全部内容, 来源链接: utcz.com/z/332366.html

回到顶部