原地址:http://www.cnblogs.com/88999660/archive/2013/01/21/2869498.html
1、 画多条线
画多条线需要在场景中放置多个GameObject,因为一个GameObject只能添加一个LineRenderer Component。
2、 线段样式
线段的样式由LineRenderer组件的材质控制
3、 坐标系
LineRenderer使用了2种坐标系:World和Location。在设置目标点的时候需要注意你使用的坐标系是哪一种。
Location:

transform.LookAt(rh.point); //GameObject始终面对目标点
lineRenderer = (LineRenderer)gameObject.GetComponent ("LineRenderer");
lineRenderer.useWorldSpace=false;
lineRenderer.SetWidth(0.1f,0.1f);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if(Physics.Raycast(ray,out rh)){
lineRenderer.SetPosition(0, Vector3.forward*rh.distance);//方向*距离,典型的Location坐标系用法
}

World:

void Start () {
gameObject.SetActive(false);
lr = gameObject.GetComponent(typeof(LineRenderer)) as LineRenderer;
lr.SetWidth(0.1f,0.1f);
} // Update is called once per frame
void Update () {
if(Input.GetMouseButtonUp(0)){ //Get click position
Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
lr.SetVertexCount(lineSeg+1);
if(Physics.Raycast(ray,out rh)){
pointPos.Add(DrawLine(rh));
}
} if(Input.GetMouseButtonUp(1)){
//destroy point
DestroyLine();
} } GameObject DrawLine(RaycastHit pointPos){ //Display point
GameObject gb_pointer = GameObject.Instantiate(pointer) as GameObject;
gb_pointer.transform.position =pointPos.point + (transform.position - pointPos.point) * 0.01f;
gb_pointer.transform.rotation = Quaternion.LookRotation (pointPos.normal, Camera.mainCamera.transform.up);
Vector3 laserpos = new Vector3();
laserpos.x= 90.0f;
laserpos.y= gb_pointer.transform.position.y;
laserpos.z= gb_pointer.transform.position.z;
gb_pointer.transform.eulerAngles = laserpos;
lr.SetPosition(lineSeg,pointPos.point); //设置目标点的坐标,使用的是world坐标系
lineSeg++;
return gb_pointer;
} void DestroyLine(){ int arrayLength = pointPos.Count;
if(arrayLength > 0){
GameObject.Destroy(pointPos[arrayLength-1]);
pointPos.RemoveAt(arrayLength-1);
lr.SetVertexCount(--lineSeg);
}
}
