Unity相机移动之屏幕边缘检测
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2022-06-21 08:50:29
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...
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(); } }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
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