1、思路:
(1)信息数据:需要展示属性信息
(2)信息的展示:负责显示UI属性信息
(3)UI的跟随:负责实现UI对人物的跟随
(4)UI的管理:负责对UI进行创建于回收,游戏中需要用到UI的地方都是与该脚本的交互。
2、将需要用到的UI资源打到一个图集中,以免出现大量人物的时候图集穿插造成不良的影响。
3、创建一个头顶UI预设,当道对应的目录下面:
为了测试的方便,在Resources下面也放一个做好的UI预设:
需要注意的是,做的这个预设是不带Panel的,因为希望可以把游戏展示的所有人物头顶UI信息放到同一个Panel下管理。
4、创建一个Panel,用来管理头顶的UI信息:
5、UI跟随脚本:
using UnityEngine; /// <summary>
/// 2DUI跟随3D物体
/// </summary>
public class UIFollow3DPosition : MonoBehaviour
{
public Transform targetTrans; //2DUI需要跟随的3D目标
public Camera targetCa; //照射的3D目标的摄像机
public Vector3 offsetPos; //2DUI需要在3D目标点的基础上做出的偏移量
public float dis; //3D目标点与摄像机之间的距离,为了实现:3D目标点摄像机机发生变化的时候2DUI也跟随发生变化
public float ratio; //2DUI的缩放比例 [HideInInspector]
public bool isAutoScale = false; //控制2DUI是否发生缩放 public const float FarDistance = 40f; //3D目标点与摄像机的最大距离
public const float NearDistance = 6.5f; //3D目标点与摄像机的最小距离
public static Vector3 MaxScale = Vector3.one;
public static Vector3 MinScale = new Vector3(0.5f, 0.5f, 0.5f); private Camera uiCa; //NGUI摄像机
Transform selfTrans; //2DUI,因为该脚本是挂在2DUI上的
GameObject selfObj; //2DUI
Vector3 screenPos; //2DUI的屏幕坐标
Vector3 curPos; //2DUI的世界坐标
Vector3 backPos = new Vector3(, , ); public Transform cachedTransform
{
get
{
if (trans == null)
trans = transform;
return trans;
}
}
private Transform trans; void Awake()
{
selfTrans = transform;
selfObj = gameObject;
uiCa = UICamera.first.cachedCamera;
}
public void QuickUpdate()
{
LateUpdate();
}
void LateUpdate()
{
if (targetTrans != null && targetCa != null)
{
screenPos = targetCa.WorldToScreenPoint(targetTrans.position + offsetPos);
if(screenPos.z < )
{
selfTrans.localPosition = backPos;
}
else
{
curPos = uiCa.ScreenToWorldPoint(screenPos);
curPos.z = ;
selfTrans.position = curPos;
}
if(isAutoScale)
{
dis = Vector3.Distance(targetTrans.position, targetCa.transform.position);
ratio = Mathf.Clamp01((dis - NearDistance) / (FarDistance - NearDistance));
cachedTransform.localScale = Vector3.Lerp(MaxScale, MinScale, ratio);
}
}
}
}
6、数据及展示的实现:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine; namespace Module.UI
{
//头顶显示需要用到的是数据
public class CharacterTopParam
{
public int level;
public string name; public CharacterTopParam(int level, string name)
{
this.level = level;
this.name = name;
}
} public class UI_Character_TopUI : MonoBehaviour
{
[SerializeField]
UILabel lblInfo; GameObject obj = null;
public GameObject cachedGameObjec
{
get
{
if (null == obj)
obj = gameObject;
return obj;
}
} UIFollow3DPosition followPos = null;
public UIFollow3DPosition FollowPos
{
get
{
if (null == followPos)
{
followPos = cachedGameObjec.GetComponent<UIFollow3DPosition>();
followPos.isAutoScale = true;
}
return followPos;
}
} public void Show(CharacterTopParam param)
{
if (null != param)
{
lblInfo.text = string.Format("LV.{0} Name.{1}", param.level, param.name);
cachedGameObjec.SetActive(true);
}
} public void Hide()
{
cachedGameObjec.SetActive(false);
} }
}
7、将以上两个脚本挂载到做好的UI预设上,并进行相应的设置:
8、UI管理脚本的实现:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; namespace Module.UI
{
public class BillboardUIManager
{
static BillboardUIManager billboardMgr = null;
public static BillboardUIManager BillboardMgr
{
get
{
if (null == billboardMgr)
billboardMgr = new BillboardUIManager();
return billboardMgr;
}
} Transform childParent; public BillboardUIManager()
{
GameObject go = GameObject.Find("UI Root/BillboardPanel");
childParent = NGUITools.AddChild(go).transform;
} public void Destroy()
{
GameObject.Destroy(childParent.gameObject);
} public void SetParentRootActive(bool active)
{
childParent.gameObject.SetActive(active);
} Queue<UI_Character_TopUI> queueCharacterTopUI = new Queue<UI_Character_TopUI>();
public UI_Character_TopUI GetCharacterTopUI(Transform target, Camera cam)
{
UI_Character_TopUI topUI = null;
if (queueCharacterTopUI.Count <= )
{
Object go = Resources.Load("ui_character_top");
if (go)
{
GameObject prefab = GameObject.Instantiate(go) as GameObject;
prefab.transform.parent = childParent;
prefab.transform.localPosition = Vector3.zero;
prefab.transform.localRotation = Quaternion.identity;
prefab.transform.localScale = Vector3.one;
NGUITools.SetLayer(prefab, childParent.gameObject.layer);
topUI = prefab.GetComponent<UI_Character_TopUI>();
}
}
else
{
topUI = queueCharacterTopUI.Dequeue();
} topUI.FollowPos.targetTrans = target;
topUI.FollowPos.targetCa = cam;
topUI.FollowPos.offsetPos = new Vector3(, , ); return topUI;
} void RecycleCharacterUI(UI_Character_TopUI topUI)
{
if (null != topUI)
{
topUI.Hide();
queueCharacterTopUI.Enqueue(topUI);
}
}
}
}
9,以上就是全部的核心逻辑,下面是调用逻辑:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Module.UI; public class CubeCtrl : MonoBehaviour
{
[SerializeField]
Camera targetCam; float speed = 20.0f; Transform trans = null;
public Transform Trans
{
get
{
if (null == trans)
trans = transform;
return trans;
}
} //Show UI Info
UI_Character_TopUI characterTopUI = null;
public UI_Character_TopUI CharacterTopUI
{
get
{
if (null == characterTopUI)
characterTopUI = BillboardUIManager.BillboardMgr.GetCharacterTopUI(Trans, targetCam);
return characterTopUI;
}
} void Start()
{
Trans.transform.rotation = Quaternion.identity;
CharacterTopParam param = new CharacterTopParam(, "我是方的");
CharacterTopUI.Show(param);
} void Update()
{
if (Input.GetKey(KeyCode.A))
{
Trans.Translate(-Time.deltaTime * speed, , );
}
else if (Input.GetKey(KeyCode.D))
{
Trans.Translate(Time.deltaTime * speed, , );
}
else if (Input.GetKey(KeyCode.W))
{
Trans.Translate(, , Time.deltaTime * speed);
}
else if (Input.GetKey(KeyCode.S))
{
Trans.Translate(, , -Time.deltaTime * speed);
}
}
}
10、项目运行前后的效果对比图:
11、项目运行时候的结构: