[英]how to find a position of an Object from World Space and convert to Canvas UI with render mode : Screen Space - Camera in Unity 2d?
我正在从事与马里奥非常相似的游戏。 So when player touches the coin object in World Space, I need to animate by moving that coin object to Coin meter, when the render mode of Canvas is Screen Space - Overlay , I can get the sprite object position easily with below code
CoinSprite 代码
GameObject coinCanvasObject = Instantiate(prefab, canvas.transform);//Instantiate coin inside Canvas view
coinCanvasObject.transform.position = Camera.main.WorldToScreenPoint(coinSpriteObject.transform.position);//getting coin position from World Space and convert to Screen Space and set to coinCanvasobject position
AnimateCoin animate = coinCanvasObject.GetComponent<AnimateCoin>();
animate.animateCoin(coinSpriteObject.transform.position);
coinSpriteObject.SetActive(false);
动画币
public class AnimateCoin : MonoBehaviour
{
private float speed = 0f;
private bool isSpawn = false;
private Vector3 screenPos;
public void animateCoin(Vector3 screenPosTemp, Camera cam, Canvas canvas)
{
screenPos = Camera.main.WorldToScreenPoint(screenPosTemp);
isSpawn = true;
}
private void Update()
{
if (isSpawn)
{
speed += 0.025f;
transform.position = Vector3.Lerp(screenPos, targetObject.transform.position, speed);
if (Vector3.Distance(transform.position, targetObject.transform.position) <= 0)
{
StartCoroutine(deActivateCoin());
}
}
}
private IEnumerator deActivateCoin()
{
isSpawn = false;
yield return new WaitForSeconds(0.2f);
gameObject.SetActive(false);
}
}
由于我需要将粒子效果带入 Canvas 视图,因此我将 Canvas 渲染模式更改为Screen Space - Camera 。 当我将 Canvas 更改为此渲染模式时,我无法获得确切的精灵 object position 来跟踪硬币效果。
希望这可以帮助:
public Camera cam; // Camera containing the canvas
public Transform target; // object in the 3D World
public RectTransform icon; // icon to place in the canvas
public Canvas canvas; // canvas with "Render mode: Screen Space - Camera"
void Update()
{
Vector3 screenPos = cam.WorldToScreenPoint(target.position);
float h = Screen.height;
float w = Screen.width;
float x = screenPos.x - (w / 2);
float y = screenPos.y - (h / 2);
float s = canvas.scaleFactor;
icon.anchoredPosition = new Vector2(x, y) / s;
}
PD:它在 2D 视频游戏中非常适合我,我没有在 3D 游戏中测试它,但我认为它应该也可以。
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