مؤشر الهدف في الوحدة

في هذا البرنامج التعليمي، سأعرض كيفية إنشاء مؤشر مستهدف في Unity. سيتم استخدام المربع المحيط بـ Collider لتحديد الزوايا.

مؤشر هدف الوحدة باستخدام OnGUI ().

لذلك دعونا نبدأ!

الخطوة 1

  • قم بإنشاء سكريبت جديد، وقم بتسميته SC_TargetIndicator ثم قم بلصق الكود أدناه بداخله:

SC_TargetIndicator.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SC_TargetIndicator : MonoBehaviour
{
    public bool allowMultipleTargets = false;
    public Texture topLeftBorder;
    public Texture bottomLeftBorder;
    public Texture topRightBorder;
    public Texture bottomRightBorder;

    List<Collider> targets = new List<Collider>();
    Camera targetCamera;

    // Start is called before the first frame update
    void Start()
    {
        targetCamera = GetComponent<Camera>();
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonUp(0))
        {
            Collider selectedCollider = GetTargetFromMouseClick();

            if (selectedCollider)
            {
                if (targets.Contains(selectedCollider))
                {
                    targets.Remove(selectedCollider);
                    return;
                }
                if (!allowMultipleTargets)
                {
                    targets.Clear();
                }
                targets.Add(selectedCollider);
            }
        }
    }

    Collider GetTargetFromMouseClick()
    {
        RaycastHit hitInfo = new RaycastHit();
        Ray ray = targetCamera.ScreenPointToRay(Input.mousePosition);
        bool hit = Physics.Raycast(ray, out hitInfo);
        if (hit)
        {
            return hitInfo.collider;
        }

        return null;
    }

    void OnGUI()
    {
        for(int i = 0; i < targets.Count; i++)
        {
            if (targets[i])
            {
                Vector3 boundPoint1 = targets[i].bounds.min;
                Vector3 boundPoint2 = targets[i].bounds.max;
                Vector3 boundPoint3 = new Vector3(boundPoint1.x, boundPoint1.y, boundPoint2.z);
                Vector3 boundPoint4 = new Vector3(boundPoint1.x, boundPoint2.y, boundPoint1.z);
                Vector3 boundPoint5 = new Vector3(boundPoint2.x, boundPoint1.y, boundPoint1.z);
                Vector3 boundPoint6 = new Vector3(boundPoint1.x, boundPoint2.y, boundPoint2.z);
                Vector3 boundPoint7 = new Vector3(boundPoint2.x, boundPoint1.y, boundPoint2.z);
                Vector3 boundPoint8 = new Vector3(boundPoint2.x, boundPoint2.y, boundPoint1.z);

                Vector2[] screenPoints = new Vector2[8];
                screenPoints[0] = targetCamera.WorldToScreenPoint(boundPoint1);
                screenPoints[1] = targetCamera.WorldToScreenPoint(boundPoint2);
                screenPoints[2] = targetCamera.WorldToScreenPoint(boundPoint3);
                screenPoints[3] = targetCamera.WorldToScreenPoint(boundPoint4);
                screenPoints[4] = targetCamera.WorldToScreenPoint(boundPoint5);
                screenPoints[5] = targetCamera.WorldToScreenPoint(boundPoint6);
                screenPoints[6] = targetCamera.WorldToScreenPoint(boundPoint7);
                screenPoints[7] = targetCamera.WorldToScreenPoint(boundPoint8);

                Vector2 topLeftPosition = Vector2.zero;
                Vector2 topRightPosition = Vector2.zero;
                Vector2 bottomLeftPosition = Vector2.zero;
                Vector2 bottomRightPosition = Vector2.zero;

                for (int a = 0; a < screenPoints.Length; a++)
                {
                    //Top Left
                    if(topLeftPosition.x == 0 || topLeftPosition.x > screenPoints[a].x)
                    {
                        topLeftPosition.x = screenPoints[a].x;
                    }
                    if (topLeftPosition.y == 0 || topLeftPosition.y > Screen.height - screenPoints[a].y)
                    {
                        topLeftPosition.y = Screen.height - screenPoints[a].y;
                    }
                    //Top Right
                    if (topRightPosition.x == 0 || topRightPosition.x < screenPoints[a].x)
                    {
                        topRightPosition.x = screenPoints[a].x;
                    }
                    if (topRightPosition.y == 0 || topRightPosition.y > Screen.height - screenPoints[a].y)
                    {
                        topRightPosition.y = Screen.height - screenPoints[a].y;
                    }
                    //Bottom Left
                    if (bottomLeftPosition.x == 0 || bottomLeftPosition.x > screenPoints[a].x)
                    {
                        bottomLeftPosition.x = screenPoints[a].x;
                    }
                    if (bottomLeftPosition.y == 0 || bottomLeftPosition.y < Screen.height - screenPoints[a].y)
                    {
                        bottomLeftPosition.y = Screen.height - screenPoints[a].y;
                    }
                    //Bottom Right
                    if (bottomRightPosition.x == 0 || bottomRightPosition.x < screenPoints[a].x)
                    {
                        bottomRightPosition.x = screenPoints[a].x;
                    }
                    if (bottomRightPosition.y == 0 || bottomRightPosition.y < Screen.height - screenPoints[a].y)
                    {
                        bottomRightPosition.y = Screen.height - screenPoints[a].y;
                    }
                }

                GUI.DrawTexture(new Rect(topLeftPosition.x - 16, topLeftPosition.y - 16, 16, 16), topLeftBorder);
                GUI.DrawTexture(new Rect(topRightPosition.x, topRightPosition.y - 16, 16, 16), topRightBorder);
                GUI.DrawTexture(new Rect(bottomLeftPosition.x - 16, bottomLeftPosition.y, 16, 16), bottomLeftBorder);
                GUI.DrawTexture(new Rect(bottomRightPosition.x, bottomRightPosition.y, 16, 16), bottomRightBorder);
            }
        }
    }
}

الخطوة 2

  • قم بإرفاق البرنامج النصي SC_TargetIndicator بالكاميرا الرئيسية
  • قم بتعيين images أدناه لمتغيرات الحدود (تأكد من تغيير أنواع النسيج إلى 'Editor GUI and Legacy GUI' بعد الاستيراد)':

قم بإنشاء مكعبين ووضعهما أمام Camera ثم اضغط على Play لاختباره.

انقر على المكعبات لتعيين الهدف.