示例:利用UGUI的Text显示角色名称
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 角色头顶名字
/// </summary>
public class UIHeadText : MonoBehaviour
{
[SerializeField]
private Text m_Text;
[SerializeField]
private Outline outline;
public Transform target; //文字要跟随的目标
public Vector3 offset; //文字偏移量
private RectTransform rectTransform;
void Awake()
{
if (rectTransform == null)
rectTransform = this.GetComponent<RectTransform>();
}
void Update()
{
if (target == null || target.gameObject == null)
return;
//Screen Space - Overlay 渲染模式下屏幕坐标与世界坐标等价
//屏幕左下角为(0, 0),右上角为(Screen.width, Screen.height)
Vector3 position = target.position + offset;
Vector3 screenPoint = Camera.main.WorldToScreenPoint(position);
rectTransform.anchoredPosition = screenPoint;
}
public string Text
{
get {
return m_Text.text;
}
set {
m_Text.text = value;
}
}
public Color TextColor
{
get {
return m_Text.color;
}
set {
m_Text.color = value;
}
}
public Color OutlineColor
{
get
{
if (outline == null)
return Color.white;
return outline.effectColor;
}
set
{
if (outline == null)
return;
outline.effectColor = value;
}
}
}
效果
第二版
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 玩家头顶信息 (跟随玩家移动)
/// </summary>
public class UIHeadInfo : GameEventBehaviour
{
[SerializeField]
private RectTransform rectTransform;
[SerializeField]
private Text nameText;
[SerializeField]
private Vector3 offset;
public Transform target;
public float scaleFactor = 1;
protected override void OnIDestroy()
{
target = null;
}
protected override void OnUpdate()
{
if (target == null || target.gameObject == null)
return;
//Screen Space - Overlay 渲染模式下屏幕坐标与世界坐标等价
//屏幕左下角为(0, 0),右上角为(Screen.width, Screen.height)
Vector3 position = target.position + offset;
Vector3 screenPoint = Camera.main.WorldToScreenPoint(position);
Vector3 pos = screenPoint / scaleFactor;
pos.x = Mathf.Ceil(pos.x);
pos.y = Mathf.Ceil(pos.y);
pos.z = Mathf.Ceil(pos.z);
rectTransform.anchoredPosition = pos;
}
public void SetName(string name)
{
nameText.text = name;
}
// 创建头顶信息, target: 要跟随的目标
public static UIHeadInfo Create(Transform target)
{
GameObject canvas = GameObject.FindGameObjectWithTag("Canvas");
if (canvas == null)
{
Debug.LogError("Canvas not found, failed to create UIHeadInfo.");
return null;
}
Canvas canvas_com = canvas.GetComponent<Canvas>();
GameObject go = Resources.Load<GameObject>("UI/Prefab/UIHeadInfo");
go = GameObject.Instantiate<GameObject>(go);
go.transform.SetParent(canvas.transform);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
UIHeadInfo headInfo = go.GetComponent<UIHeadInfo>();
headInfo.target = target;
headInfo.scaleFactor = canvas_com.scaleFactor;
return headInfo;
}
}
// 世界坐标转屏幕坐标
public Vector3 WorldToScreenPoint(Vector3 worldPos)
{
//屏幕坐标系原点在左下角
Vector3 pos = Camera.main.WorldToScreenPoint(worldPos);
//Canvas坐标原点在屏幕中心
//与Canvas坐标原点对齐
pos.x -= canvas.pixelRect.width / 2;
pos.y -= canvas.pixelRect.height / 2;
//适配不同分辨率
pos = pos / canvas.scaleFactor;
//去掉小数,避免抖动
pos.x = Mathf.Ceil(pos.x);
pos.y = Mathf.Ceil(pos.y);
pos.z = Mathf.Ceil(pos.z);
return pos;
}