Indicatore di destinazione nell'unità

In questo tutorial, mostrerò come creare un indicatore di destinazione in Unity. Utilizzerà il riquadro di delimitazione di Collider per determinare gli angoli.

Unity Target Indicator usando OnGUI().

Quindi cominciamo!

Passo 1

  • Crea un nuovo script, chiamalo SC_TargetIndicator quindi incolla il codice sottostante al suo interno:

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);
            }
        }
    }
}

Passo 2

  • Allega lo script SC_TargetIndicator alla MainCamera
  • Assegna le immagini di seguito alle variabili del bordo (assicurati di cambiare i loro tipi di texture in 'Editor GUI and Legacy GUI' dopo l'importazione)':

Crea un paio di cubi e posizionali davanti alla Fotocamera, quindi premi Riproduci per testarlo.

Fare clic sui cubi per assegnare il bersaglio.