这篇文章主要为大家详细介绍了unity实现UI元素跟随3D物体,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
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:
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编程学习网。