unity实现UI元素跟随3D物体

本文实例为大家分享了unity实现UI元素跟随3D物体的具体代码,供大家参考,具体内容如下

在Canvas不同的渲染模式(RenderMode)下实现UI跟随3D物体

当Canvas.RenderMode为Screen Space-Overlay时

利用WorldToScreenPoint(worldPos)将物体的世界坐标转换成屏幕坐标,实时更新UI的坐标:

using UnityEngine;

using System.Collections;

public class FollowWorldObj : MonoBehaviour {

[SerializeField]

GameObject worldPos;//3D物体(人物)

[SerializeField]

RectTransform rectTrans;//UI元素(如:血条等)

public Vector2 offset;//偏移量

// Update is called once per frame

void Update () {

Vector2 screenPos=Camera.main.WorldToScreenPoint(worldPos.transform.position);

rectTrans.position = screenPos + offset;

}

}

当Canvas.RenderMode为Screen Space-Camera时

利用RectTransformUtility.ScreenPointToLocalPointInRectangle换算出UI元素在Canvas的2D坐标:

using UnityEngine;

using System.Collections;

using UnityEngine.EventSystems;

public class UI_FollowObj : MonoBehaviour {

[SerializeField]

Camera UI_Camera;//UI相机

[SerializeField]

RectTransform image;//UI元素

[SerializeField]

GameObject obj;//3D物体

[SerializeField]

Canvas ui_Canvas;

// Update is called once per frame

void Update () {

UpdateNamePosition();

}

/// <summary>

/// 更新image位置

/// </summary>

void UpdateNamePosition()

{

Vector2 mouseDown = Camera.main.WorldToScreenPoint(obj.transform.position);

Vector2 mouseUGUIPos = new Vector2();

bool isRect = RectTransformUtility.ScreenPointToLocalPointInRectangle(ui_Canvas.transform as RectTransform, mouseDown, UI_Camera, out mouseUGUIPos);

if (isRect)

{

image.anchoredPosition = mouseUGUIPos;

}

}

}

效果如下:

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