示例#1
0
    private void Awake()
    {
        guideEventPenetrate = GetComponentInChildren <GuideEventPenetrate>();
        if (guideEventPenetrate != null)
        {
            guideEventPenetrate.SetTargetImage(target);
        }
        Canvas canvas = GameObject.Find("Canvas").GetComponent <Canvas>();

        //获取高亮区域 的四个顶点的世界坐标
        target.rectTransform.GetWorldCorners(corners);
        //计算高亮显示区域在画布中的范围  0是左下角 1是左上角 2是右上角 3是右下角
        targetOffsetX = Vector2.Distance(WorldToCanvas(canvas, corners[0]), WorldToCanvas(canvas, corners[3])) / 2;
        targetOffsetY = Vector2.Distance(WorldToCanvas(canvas, corners[0]), WorldToCanvas(canvas, corners[1])) / 2;
        //计算显示的中心
        float   x = corners[0].x + ((corners[3].x - corners[0].x)) / 2;
        float   y = corners[0].y + ((corners[1].y - corners[0].y)) / 2;
        Vector3 centerWorldPos = new Vector3(x, y, 0);
        Vector2 centerCanvsPos = WorldToCanvas(canvas, centerWorldPos);
        //设置遮罩材料中心变量
        Vector4 centerMat = new Vector4(centerCanvsPos.x, centerCanvsPos.y, 0, 0);

        material = GetComponent <Image>().material;
        material.SetVector("_Center", centerMat);
        //计算当前的偏移
        RectTransform canvasRectTransform = canvas.transform as RectTransform;

        if (canvasRectTransform != null)
        {
            //获取画布的四个 世界坐标顶点
            canvasRectTransform.GetWorldCorners(corners);
            //计算初始值
            for (int i = 0; i < corners.Length; i++)
            {
                if (i % 2 == 0)
                {
                    currentOffsetX = Mathf.Max(Vector3.Distance(WorldToCanvas(canvas, corners[i]), centerCanvsPos), currentOffsetX);
                }
                else
                {
                    currentOffsetY = Mathf.Max(Vector3.Distance(WorldToCanvas(canvas, corners[i]), centerCanvsPos), currentOffsetY);
                }
            }
        }
        //设置当前的偏移量
        material.SetFloat("_SliderX", currentOffsetX);
        material.SetFloat("_SliderY", currentOffsetY);
    }
示例#2
0
    private void Awake()
    {
        guideEventPenetrate = GetComponentInChildren <GuideEventPenetrate>();
        if (guideEventPenetrate != null)
        {
            guideEventPenetrate.SetTargetImage(target);
        }
        Canvas canvas = GameObject.Find("Canvas").GetComponent <Canvas>();

        //获取高亮区域 的四个顶点的世界坐标
        target.rectTransform.GetWorldCorners(corners);
        //计算最终显示高亮显示区域的半径
        radius = Vector2.Distance(WorldToCanvas(canvas, corners[0]), WorldToCanvas(canvas, corners[2])) / 2.0f;
        //计算高亮显示区域的原型 0是左下角 1是左上角 2是右上角 3是右下角
        float   x = (corners[0].x + corners[3].x) / 2.0f;
        float   y = (corners[0].y + corners[1].y) / 2.0f;
        Vector3 centerWorldPos = new Vector3(x, y, 0);
        Vector2 centerCanvsPos = WorldToCanvas(canvas, centerWorldPos);
        //设置材质的圆心变量
        Vector4 centerMat = new Vector4(centerCanvsPos.x, centerCanvsPos.y, 0, 0);

        material = GetComponent <Image>().material;
        material.SetVector("_Center", centerMat);
        //计算当前显示高亮区域的半径
        RectTransform canvasRectTransform = canvas.transform as RectTransform;

        if (canvasRectTransform != null)
        {
            //获取画布的四个 世界坐标顶点
            canvasRectTransform.GetWorldCorners(corners);
            //计算高亮区域的初始半径
            for (int i = 0; i < corners.Length; i++)
            {
                currentRadius = Mathf.Max(Vector3.Distance(WorldToCanvas(canvas, corners[i]), centerCanvsPos), currentRadius);
            }
        }
        material.SetFloat("_Slider", currentRadius);
    }