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王建超 2025-09-24 15:27:06 +08:00
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commit b1753fc7a3
27 changed files with 4443 additions and 130 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Draw a LineRenderer from the Transform to another. Specified in localSpace.
/// </summary>
public class LineToTransform : MonoBehaviour {
public Transform ConnectTo;
LineRenderer line;
void Start() {
}
void LateUpdate() {
UpdateLine();
}
public void UpdateLine() {
// Assign Line if first attempt
if (line == null) {
line = GetComponent<LineRenderer>();
if (line != null) {
line.useWorldSpace = false;
}
}
if(line != null) {
line.SetPosition(0, Vector3.zero);
line.SetPosition(1, transform.InverseTransformPoint(ConnectTo.position));
}
}
void OnDrawGizmos() {
UpdateLine();
}
}

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using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
public class ObjectUILinker : MonoBehaviour
{
[Tooltip("需要连接的3D物体")]
public Transform object3D; // 3D物体a
[Tooltip("2D UI提示牌")]
public RectTransform uiElement; // 2D UI提示牌b
[Tooltip("连线的颜色")]
public Color lineColor = Color.red;
[Tooltip("连线的宽度")]
public float lineWidth = 2f;
[Tooltip("编辑模式下是否显示连线")]
public bool showInEditMode = true;
[Tooltip("连线的渲染层级,值越大越靠上")]
public int sortingOrder = 30000;
private Image lineImage;
private RectTransform lineRect;
private Canvas canvas;
private Camera mainCamera;
private Canvas lineCanvas;
void Awake()
{
SetupLineCanvas();
SetupLineImage();
}
void Start()
{
UpdateReferences();
}
// 创建专门用于连线的Canvas
void SetupLineCanvas()
{
// 查找或创建连线专用Canvas
lineCanvas = GetComponent<Canvas>();
if (lineCanvas == null)
{
lineCanvas = gameObject.AddComponent<Canvas>();
}
// 关键设置确保Canvas在最上层
lineCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
lineCanvas.overrideSorting = true;
lineCanvas.sortingOrder = sortingOrder;
// 添加必要的Canvas组件
if (GetComponent<CanvasScaler>() == null)
{
CanvasScaler scaler = gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
}
if (GetComponent<GraphicRaycaster>() == null)
{
gameObject.AddComponent<GraphicRaycaster>();
}
}
// 创建用于显示连线的Image
void SetupLineImage()
{
// 查找或创建连线Image
lineImage = GetComponent<Image>();
if (lineImage == null)
{
lineImage = gameObject.AddComponent<Image>();
}
// 使用纯色纹理作为连线
lineImage.color = lineColor;
lineImage.raycastTarget = false; // 确保连线不阻挡UI交互
// 获取或创建RectTransform
lineRect = GetComponent<RectTransform>();
if (lineRect == null)
{
lineRect = gameObject.AddComponent<RectTransform>();
}
// 设置锚点,使连线位置计算更简单
lineRect.anchorMin = Vector2.zero;
lineRect.anchorMax = Vector2.zero;
lineRect.pivot = new Vector2(0, 0.5f);
}
void Update()
{
// 实时更新渲染层级
if (lineCanvas != null && lineCanvas.sortingOrder != sortingOrder)
{
lineCanvas.sortingOrder = sortingOrder;
}
// 根据运行状态和设置决定是否更新连线
if (Application.isPlaying)
{
if (mainCamera == null) UpdateReferences();
UpdateLine();
}
else
{
if (showInEditMode)
{
UpdateReferences();
UpdateLine();
}
}
}
// 更新必要的引用
void UpdateReferences()
{
if (mainCamera == null)
mainCamera = Camera.main;
if (uiElement != null && canvas == null)
canvas = uiElement.GetComponentInParent<Canvas>();
}
// 更新连线的位置、角度和长度
void UpdateLine()
{
// 检查必要引用
if (object3D == null || uiElement == null || canvas == null || mainCamera == null)
{
if (lineImage != null)
lineImage.enabled = false;
return;
}
lineImage.enabled = true;
// 将3D物体位置转换为屏幕坐标
Vector3 objectScreenPos = mainCamera.WorldToScreenPoint(object3D.position);
// 转换屏幕坐标为UI坐标针对UI所在的Canvas
Vector2 objectUIPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvas.GetComponent<RectTransform>(),
objectScreenPos,
canvas.worldCamera,
out objectUIPos
);
// 转换为世界空间位置
Vector3 worldPosA = canvas.GetComponent<RectTransform>().TransformPoint(objectUIPos);
// 获取UI元素的世界空间位置
Vector3 worldPosB = uiElement.position;
// 将两个点转换为连线Canvas的局部坐标
Vector2 localPosA = lineCanvas.GetComponent<RectTransform>().InverseTransformPoint(worldPosA);
Vector2 localPosB = lineCanvas.GetComponent<RectTransform>().InverseTransformPoint(worldPosB);
// 计算连线长度
float distance = Vector2.Distance(localPosA, localPosB);
// 计算连线角度
float angle = Mathf.Atan2(localPosB.y - localPosA.y, localPosB.x - localPosA.x) * Mathf.Rad2Deg;
// 设置连线位置(起点)
lineRect.anchoredPosition = localPosA;
// 设置连线旋转
lineRect.rotation = Quaternion.Euler(0, 0, angle);
// 设置连线尺寸
lineRect.sizeDelta = new Vector2(distance, lineWidth);
}
// 在场景视图中绘制辅助线
void OnDrawGizmos()
{
if (!showInEditMode) return;
if (object3D != null && uiElement != null)
{
UpdateReferences();
if (mainCamera == null || canvas == null) return;
Gizmos.color = lineColor;
Vector3 objectScreenPos = mainCamera.WorldToScreenPoint(object3D.position);
Vector2 objectUIPos;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvas.GetComponent<RectTransform>(),
objectScreenPos,
canvas.worldCamera,
out objectUIPos))
{
Vector3 worldPosA = canvas.GetComponent<RectTransform>().TransformPoint(objectUIPos);
Vector3 worldPosB = uiElement.position;
Gizmos.DrawLine(worldPosA, worldPosB);
}
}
}
// 当属性变化时更新
void OnValidate()
{
if (lineCanvas != null)
{
lineCanvas.sortingOrder = sortingOrder;
}
if (lineImage != null)
{
lineImage.color = lineColor;
}
}
}

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using UnityEngine;
public class Tooltip : MonoBehaviour
{
/// <summary>
/// Offset from Object we are providing tip to
/// </summary>
public Vector3 TipOffset = new Vector3(1.5f, 0.2f, 0);
/// <summary>
/// If true Y axis will be in World Coordinates. False for local coords.
/// </summary>
public bool UseWorldYAxis = true;
/// <summary>
/// Hide the tooltip if Camera is farther away than this. In meters.
/// </summary>
public float MaxViewDistance = 10f;
/// <summary>
/// Hide this if farther than MaxViewDistance
/// </summary>
Transform childTransform;
public Transform DrawLineTo;
LineToTransform lineTo;
Camera mainCamera;
void Start()
{
mainCamera = Camera.main;
lineTo = GetComponentInChildren<LineToTransform>();
childTransform = transform.GetChild(0);
if (DrawLineTo && lineTo)
{
lineTo.ConnectTo = DrawLineTo;
}
}
void Update()
{
// 如果主摄像机不存在,不执行更新
if (mainCamera == null)
{
mainCamera = Camera.main;
return;
}
UpdateTooltipPosition();
}
public virtual void UpdateTooltipPosition()
{
// 设置父对象和位置偏移
transform.parent = DrawLineTo;
transform.localPosition = TipOffset;
// 处理Y轴坐标
if (UseWorldYAxis)
{
transform.localPosition = new Vector3(transform.localPosition.x, 0, transform.localPosition.z);
transform.position += new Vector3(0, TipOffset.y, 0);
}
// 关键修改让Tooltip始终面向摄像机正对屏幕
// 计算从Tooltip指向摄像机的方向
Vector3 directionToCamera = mainCamera.transform.position - transform.position;
// 让Tooltip面向摄像机保持自身向上方向
transform.rotation = Quaternion.LookRotation(-directionToCamera, Vector3.up);
// 根据距离设置激活状态
if (childTransform)
{
childTransform.gameObject.SetActive(Vector3.Distance(transform.position, mainCamera.transform.position) <= MaxViewDistance);
}
}
}

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