脚本功能
在Unity中要使用画线功能,需要添加LineRenderer 组件,或打开Gizmos功能,下面这个组件为开发带来了方便
功能预览
搭建步骤
1、创建“Plugins” 文件夹
2、在“Plugins”中创建"DebugLine.cs"
3、提供两个方法:DrawLine() or DebugLine.DrawRay()
注意:场景中必须有一个相机的tag是MainCamera
组件源码
using UnityEngine; using System.Collections; public class UseDebugLine : MonoBehaviour { // Use this for initialization void Start () { DebugLine.DrawLine(new Vector3(0, 0, 0), new Vector3(5, 5, -5), Color.cyan, 4, 2); } // Update is called once per frame void Update () { DebugLine.DrawRay(transform.position, transform.forward * 10, Color.blue); DebugLine.DrawRay(transform.position, transform.up * 10, Color.green); DebugLine.DrawRay(transform.position, transform.right * 10, Color.red); } }
DebugLine.cs
/* Author: Spencer Evans * * Description: * DebugLine.cs provides 2 useful functions for debugging : DrawLine and DrawRay. These functions are almost identical to those provided in the Unity 3D * engine Debug class (http://docs.unity3d.com/Documentation/ScriptReference/Debug.html), except in the following ways: * 1. The lines are drawn in the Game window, not the Scene editor window. * 2. A "width" option is provided - allowing the user to choose the width in pixels of the line drawn. * 3. The "depthTest" parameter in the Debug.DrawLine() and Debug.DrawRay() functions is unavailable; all lines are obscured by objects closer to the camera. * * Usage: * 1. Create a new folder titled "Plugins", and move it to your project's "/Assets" folder (if you haven't already). * 2. Create and place "DebugLine.cs" inside the "/Plugins" folder. * 3. Call the DebugLine.DrawLine() or DebugLine.DrawRay() functions just as you would with the Debug class. * * Notes: * 1. You must have a Camera in your scene tagged "MainCamera" for these debug functions to work properly. * 2. You do NOT need Unity Pro for this to work. */ using UnityEngine; using System.Collections; public class DebugLine : MonoBehaviour { //used to make calls from both Update and FixedUpdate function properly public float destroy_time = float.MaxValue; public float fixed_destroy_time = float.MaxValue; //draw ray functions - http://docs.unity3d.com/Documentation/ScriptReference/Debug.DrawRay.html public static void DrawRay(Vector3 start, Vector3 dir) { DebugLine.DrawLine(start, start + dir, Color.white); } public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration = 0, float width = 1) { DebugLine.DrawLine(start, start + dir, color, duration, width); } //draw line functions - http://docs.unity3d.com/Documentation/ScriptReference/Debug.DrawLine.html public static void DrawLine(Vector3 start, Vector3 end) { DebugLine.DrawLine(start, end, Color.white); } public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration = 0, float width = 1) { //early out if there is no Camera.main to calculate the width if (!Camera.main) return; GameObject line = new GameObject("debug_line"); //set the params of the line renderer - http://docs.unity3d.com/Documentation/ScriptReference/LineRenderer.html LineRenderer lineRenderer = line.AddComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive")); lineRenderer.SetPosition( 0, start ); lineRenderer.SetPosition( 1, end ); lineRenderer.SetColors( color, color ); lineRenderer.SetWidth( DebugLine.CalcPixelHeightAtDist( (start - Camera.main.transform.position).magnitude) * width, DebugLine.CalcPixelHeightAtDist( (end - Camera.main.transform.position).magnitude) * width ); //add the MonoBehaviour instance DebugLine debugLine = line.AddComponent<DebugLine>(); //set the time to expire - default is 0 (will only draw for one update cycle) //use Update or FixedUpdate depending on the time of the invoking call if (Time.deltaTime == Time.fixedDeltaTime) debugLine.fixed_destroy_time = Time.fixedTime + duration; else debugLine.destroy_time = Time.time + duration; } //utility function to calculate the world height of a single pixel given the following info: // - Camera.main.fov // - Camera.main.pixelHeight // - distance to the camera public static float CalcPixelHeightAtDist(float dist) { //early out if there is no Camera.main to calculate the width if (!Camera.main) return 0; //http://docs.unity3d.com/Documentation/Manual/FrustumSizeAtDistance.html float frustumHeight = 2 * dist * Mathf.Tan(Camera.main.fieldOfView * 0.5f * Mathf.Deg2Rad); return frustumHeight / Camera.main.pixelHeight; } //check to see if should be destroyed yet public void Update () { if (Time.time > destroy_time) Destroy(transform.gameObject); } public void FixedUpdate () { if (Time.fixedTime > fixed_destroy_time) Destroy(transform.gameObject); } }
本文转自赵青青博客园博客,原文链接:http://www.cnblogs.com/zhaoqingqing/p/3648861.html,如需转载请自行联系原作者