82 lines
3.6 KiB
C#
82 lines
3.6 KiB
C#
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using UnityEngine;
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namespace GuruClient
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{
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public partial class Utility
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{
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/// <summary>
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/// 世界坐标转换为屏幕坐标
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/// </summary>
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/// <param name="worldPoint">屏幕坐标</param>
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/// <returns></returns>
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public static Vector2 WorldPointToScreenPoint(Vector3 worldPoint)
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{
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// Camera.main 世界摄像机
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Vector2 screenPoint = Camera.main.WorldToScreenPoint(worldPoint);
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return screenPoint;
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}
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/// <summary>
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/// 屏幕坐标转换为世界坐标
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/// </summary>
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/// <param name="screenPoint">屏幕坐标</param>
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/// <param name="planeZ">距离摄像机 Z 平面的距离</param>
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/// <returns></returns>
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public static Vector3 ScreenPointToWorldPoint(Vector2 screenPoint, float planeZ)
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{
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// Camera.main 世界摄像机
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Vector3 position = new Vector3(screenPoint.x, screenPoint.y, planeZ);
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Vector3 worldPoint = Camera.main.ScreenToWorldPoint(position);
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return worldPoint;
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}
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// RectTransformUtility.WorldToScreenPoint
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// RectTransformUtility.ScreenPointToWorldPointInRectangle
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// RectTransformUtility.ScreenPointToLocalPointInRectangle
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// 上面三个坐标转换的方法使用 Camera 的地方
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// 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 传递参数 canvas.worldCamera
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// 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 传递参数 null
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// UI 坐标转换为屏幕坐标
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public static Vector2 UIPointToScreenPoint(Vector3 worldPoint)
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{
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// RectTransform:target
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// worldPoint = target.position;
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Camera uiCamera = GameManager.Instance.UICamera;
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Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(uiCamera, worldPoint);
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return screenPoint;
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}
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// 屏幕坐标转换为 UGUI 坐标
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public static Vector3 ScreenPointToUIPoint(RectTransform rt, Vector2 screenPoint)
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{
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Vector3 globalMousePos;
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//UI屏幕坐标转换为世界坐标
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Camera uiCamera = GameManager.Instance.UICamera;
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// 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 uiCamera 不能为空
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// 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 uiCamera 可以为空
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RectTransformUtility.ScreenPointToWorldPointInRectangle(rt, screenPoint, uiCamera, out globalMousePos);
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// 转换后的 globalMousePos 使用下面方法赋值
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// target 为需要使用的 UI RectTransform
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// rt 可以是 target.GetComponent<RectTransform>(), 也可以是 target.parent.GetComponent<RectTransform>()
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// target.transform.position = globalMousePos;
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return globalMousePos;
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}
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// 屏幕坐标转换为 UGUI RectTransform 的 anchoredPosition
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public static Vector2 ScreenPointToUILocalPoint(RectTransform parentRT, Vector2 screenPoint)
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{
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Vector2 localPos;
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Camera uiCamera = GameManager.Instance.UICamera;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRT, screenPoint, uiCamera, out localPos);
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// 转换后的 localPos 使用下面方法赋值
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// target 为需要使用的 UI RectTransform
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// parentRT 是 target.parent.GetComponent<RectTransform>()
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// 最后赋值 target.anchoredPosition = localPos;
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return localPos;
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}
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}
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}
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