Files
ichni_Official/Assets/Scripts/SpaceConverter.cs
SoulliesOfficial d4fcca7740 update
2025-09-05 10:14:45 -04:00

103 lines
4.7 KiB
C#

using UnityEngine;
namespace Ichni
{
public static class SpaceConverter
{
/// <summary>
/// 世界坐标转换为屏幕坐标
/// </summary>
/// <param name="worldPoint">屏幕坐标</param>
/// <returns></returns>
public static Vector2 WorldPointToScreenPoint(Vector3 worldPoint)
{
// Camera.main 世界摄像机
Vector2 screenPoint = GameManager.instance.cameraManager.gameCamera.cam.WorldToScreenPoint(worldPoint);
return screenPoint;
}
/// <summary>
/// 屏幕坐标转换为世界坐标
/// </summary>
/// <param name="screenPoint">屏幕坐标</param>
/// <param name="planeZ">距离摄像机 Z 平面的距离</param>
/// <returns></returns>
public static Vector3 ScreenPointToWorldPoint(Vector2 screenPoint, float planeZ)
{
// Camera.main 世界摄像机
Vector3 position = new Vector3(screenPoint.x, screenPoint.y, planeZ);
Vector3 worldPoint = GameManager.instance.cameraManager.gameCamera.cam.ScreenToWorldPoint(position);
return worldPoint;
}
public static Vector2 WorldPointToUILocalPoint(RectTransform rt, Vector3 worldPosition)
{
// 将世界坐标转换为屏幕坐标
var screenPosition = WorldPointToScreenPoint(worldPosition);
// 将屏幕坐标转换为 UGUI 坐标
Vector2 localPoint = ScreenPointToUILocalPoint(rt, screenPosition);
return localPoint;
}
public static Vector3 WorldPointToUIPoint(RectTransform rt, Vector3 worldPosition)
{
// 将世界坐标转换为屏幕坐标
var screenPosition = WorldPointToScreenPoint(worldPosition);
// 将屏幕坐标转换为 UGUI 坐标
Vector3 uiPoint = ScreenPointToUIPoint(rt, screenPosition);
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)
{
Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(GameManager.instance.cameraManager.uiCamera, worldPoint);
return screenPoint;
}
// 屏幕坐标转换为 UGUI 坐标
public static Vector3 ScreenPointToUIPoint(RectTransform rt, Vector2 screenPoint)
{
//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, GameManager.instance.cameraManager.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<RectTransform>(), 也可以是 target.parent.GetComponent<RectTransform>()
// 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)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRT, screenPoint, GameManager.instance.cameraManager.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<RectTransform>()
// 最后赋值 target.anchoredPosition = localPos;
return localPos;
}
/// <summary>
/// 获取目标 RectTransform 在目标空间 RectTransform 中的本地位置
/// </summary>
public static Vector2 GetLocalUIPosition(RectTransform targetRect, RectTransform targetSpace)
{
Vector2 screenPos = RectTransformUtility.WorldToScreenPoint(null, targetRect.position);
RectTransformUtility.ScreenPointToLocalPointInRectangle(targetSpace, screenPos, null, out Vector2 localPos);
return localPos;
}
}
}