using UnityEngine; namespace SLSUtilities.General { public static class SpaceConverter { /// /// 世界坐标转换为屏幕坐标 /// /// 屏幕坐标 /// 用于转换的摄像机 /// public static Vector3 WorldPointToScreenPoint(Vector3 worldPoint, Camera worldCamera) { // Camera.main 世界摄像机 Vector3 screenPoint = worldCamera.WorldToScreenPoint(worldPoint); return screenPoint; } /// /// 世界坐标转换为归一化屏幕坐标 (0-1) /// /// /// /// public static Vector2 WorldPointToNormalizedScreenPoint(Vector3 worldPoint, Camera worldCamera) { Vector2 screenPoint = WorldPointToScreenPoint(worldPoint, worldCamera); Vector2 normalizedScreenPoint = new Vector2(screenPoint.x / Screen.width, screenPoint.y / Screen.height); return normalizedScreenPoint; } /// /// 屏幕坐标转换为世界坐标 /// /// 屏幕坐标 /// 距离摄像机 Z 平面的距离 /// 用于转换的摄像机 /// public static Vector3 ScreenPointToWorldPoint(Vector2 screenPoint, float planeZ, Camera worldCamera) { // Camera.main 世界摄像机 Vector3 position = new Vector3(screenPoint.x, screenPoint.y, planeZ); Vector3 worldPoint = worldCamera.ScreenToWorldPoint(position); return worldPoint; } public static Vector2 WorldPointToUILocalPoint(RectTransform rt, Vector3 worldPosition, Camera worldCamera, Camera uiCamera) { // 将世界坐标转换为屏幕坐标 var screenPosition = WorldPointToScreenPoint(worldPosition, worldCamera); // 将屏幕坐标转换为 UGUI 坐标 Vector2 localPoint = ScreenPointToUILocalPoint(rt, screenPosition, uiCamera); return localPoint; } public static Vector3 WorldPointToUIPoint(RectTransform rt, Vector3 worldPosition, Camera worldCamera, Camera uiCamera) { // 将世界坐标转换为屏幕坐标 var screenPosition = WorldPointToScreenPoint(worldPosition, worldCamera); // 将屏幕坐标转换为 UGUI 坐标 Vector3 uiPoint = ScreenPointToUIPoint(rt, screenPosition, uiCamera); return uiPoint; } // RectTransformUtility.WorldToScreenPoint // RectTransformUtility.ScreenPointToWorldPointInRectangle // RectTransformUtility.ScreenPointToLocalPointInRectangle // 上面三个坐标转换的方法使用 Camera 的地方 // 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 传递参数 canvas.worldCamera // 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 传递参数 null // UI 坐标转换为屏幕坐标 public static Vector2 UIPointToScreenPoint(Vector3 worldPoint, Camera uiCamera) { Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(uiCamera, worldPoint); return screenPoint; } // 屏幕坐标转换为 UGUI 坐标 public static Vector3 ScreenPointToUIPoint(RectTransform rt, Vector2 screenPoint, Camera uiCamera) { //UI屏幕坐标转换为世界坐标 // 当 Canvas renderMode 为 RenderMode.ScreenSpaceCamera、RenderMode.WorldSpace 时 uiCamera 不能为空 // 当 Canvas renderMode 为 RenderMode.ScreenSpaceOverlay 时 uiCamera 可以为空 RectTransformUtility.ScreenPointToWorldPointInRectangle(rt, screenPoint, uiCamera, out Vector3 globalMousePos); // 转换后的 globalMousePos 使用下面方法赋值 // target 为需要使用的 UI RectTransform // rt 可以是 target.GetComponent(), 也可以是 target.parent.GetComponent() // target.transform.position = globalMousePos; return globalMousePos; } // 屏幕坐标转换为 UGUI RectTransform 的 anchoredPosition public static Vector2 ScreenPointToUILocalPoint(RectTransform parentRT, Vector2 screenPoint, Camera uiCamera) { RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRT, screenPoint, uiCamera, out Vector2 localPos); // 转换后的 localPos 使用下面方法赋值 // target 为需要使用的 UI RectTransform // parentRT 是 target.parent.GetComponent() // 最后赋值 target.anchoredPosition = localPos; return localPos; } } }