Unity相機(jī)移動(dòng)之屏幕邊緣檢測(cè)
本文實(shí)例為大家分享了Unity相機(jī)移動(dòng)之屏幕邊緣檢測(cè)的具體代碼,供大家參考,具體內(nèi)容如下
功能:
類似LOL 紅警 相機(jī)移動(dòng)方式。
鼠標(biāo)移動(dòng)到屏幕邊緣,相機(jī)隨之移動(dòng)。
當(dāng)然還有可以加億一點(diǎn)點(diǎn)細(xì)節(jié),比如鼠標(biāo)指針變化,滾輪推進(jìn)拉遠(yuǎn)視野,中鍵平移視野等。(沒做)。
效果圖:

這里做了可視化數(shù)據(jù)(可以看到限定的屏幕距離),線框內(nèi)為檢測(cè)的距離。

代碼:
復(fù)制腳本,直接掛載相機(jī)上就可以用。
using UnityEngine;
/// <summary>
/// 相機(jī)邊緣移動(dòng)
/// </summary>
[RequireComponent(typeof(Camera))]
public class CameraScreenEdgeMove :MonoBehaviour
{
[Header("使用邊緣移動(dòng)")]
public bool isUseMoveOnScreenEdge = true;
/// <summary>
/// 打開調(diào)試
/// </summary>
public bool isDebugScreenEdge = true;
//移動(dòng)速度
public float moveSpeed = 1f;
/// <summary>
/// 距離屏幕邊緣多遠(yuǎn)就開始移動(dòng)相機(jī)
/// </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();
}
}
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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