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