1、需要射线检测的物体先加个collider组件,方便射线检测到
2、第一种方式通过获取点击UI界面的UI坐标A,将A转换为RawImage的相对坐标B,再将B转为映射相机的视口(Viewport)坐标C,然后在映射相机发射射线对穿过的物体进行检测
代码如下:
using UnityEngine;
using UnityEngine.UI;
public class TestRenderTexture : MonoBehaviour
{
// 点击RawImage时,相对RawImage自身的坐标
private Vector2 ClickPosInRawImg;
// 画布
public Canvas Canvas;
// 预览映射相机
public Camera PreviewCamera;
public RawImage PreviewImage;
public Camera UiCamera;
private Vector3 MousePos;
void Start(){}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
MousePos = Input.mousePosition;
}
if (MousePos != null)
{
CheckDrawRayLine(Canvas, Input.mousePosition, PreviewImage, PreviewCamera);
}
}
///
/// 射线投射
///
/// 画布
/// 当前Canvas下点击的鼠标位置
/// 预览图
/// 预览映射图的摄像机
void CheckDrawRayLine(Canvas canvas, Vector3 mousePosition, RawImage previewImage, Camera previewCamera)
{
// 将UI相机下点击的UI坐标转为相对RawImage的坐标
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, mousePosition, UiCamera, out ClickPosInRawImg))
{
// Lylibs.MessageUtil.Show("坐标:x=" + ClickPosInRawImg.x + ",y=" + ClickPosInRawImg.y);
//获取预览图的长宽
float imageWidth = previewImage.rectTransform.rect.width;
float imageHeight = previewImage.rectTransform.rect.height;
//获取预览图的坐标,此处RawImage的Pivot需为(0,0),不然自己再换算下
float localPositionX = previewImage.rectTransform.localPosition.x;
float localPositionY = previewImage.rectTransform.localPosition.y;
//获取在预览映射相机viewport内的坐标(坐标比例)
float p_x = (ClickPosInRawImg.x - localPositionX) / imageWidth;
float p_y = (ClickPosInRawImg.y - localPositionY) / imageHeight;
//从视口坐标发射线
Ray p_ray = previewCamera.ViewportPointToRay(new Vector2(p_x, p_y));
RaycastHit p_hitInfo;
if (Physics.Raycast(p_ray, out p_hitInfo))
{
//显示射线,只有在scene视图中才能看到
Debug.DrawLine(p_ray.origin, p_hitInfo.point);
// Debug.Log(p_hitInfo.transform.name);
}
}
}
}
3、第二种方式直接写个继承RawImage的类A,在A里直接通过监听RawImage的点击事件获取相对RawImage的点击坐标B,将A转换为RawImage的相对坐标B,再将B转为映射相机的视口(Viewport)坐标C,然后在映射相机发射射线对穿过的物体进行检测,感觉比第一种方便些
代码如下:
using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Lylibs
{
public class LyRawImage : RawImage, IPointerClickHandler
{
// 点击RawImage时,相对RawImage自身的坐标
private Vector2 ClickPosInRawImg;
// 预览映射相机
private Camera PreviewCamera;
private XLua.LuaTable ObjTable;
private Action CallFun = null;
void Start()
{
// 初始获取预览映射相机
if (PreviewCamera == null)
{
PreviewCamera = GameObject.Find("[CAMERAs]").transform.Find("[RENDER_TEXTURE_CAMERA]").GetComponent();
}
}
void Update()
{
#if UNITY_EDITOR
CheckDrawRayLine(false);
#endif
}
void IPointerClickHandler.OnPointerClick(PointerEventData eventData)
{
// 获取相对RawImage的点击坐标
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, eventData.position, eventData.pressEventCamera, out ClickPosInRawImg))
{
// Lylibs.MessageUtil.Show("坐标:x=" + ClickPosInRawImg.x + ",y=" + ClickPosInRawImg.y);
CheckDrawRayLine(true);
}
}
// 检查是否需要绘制射线
void CheckDrawRayLine(bool isCallBack)
{
if (PreviewCamera != null && ClickPosInRawImg != null)
{
//获取预览图的长宽
float p_imageWidth = rectTransform.rect.width;
float p_imageHeight = rectTransform.rect.height;
//获取预览图的坐标
float p_localPositionX = rectTransform.localPosition.x;
float p_localPositionY = rectTransform.localPosition.y;
//获取在预览映射相机viewport内的坐标(坐标比例)
float p_x = ClickPosInRawImg.x / p_imageWidth;
float p_y = ClickPosInRawImg.y / p_imageHeight;
//从预览映射相机视口坐标发射线
Ray ray = PreviewCamera.ViewportPointToRay(new Vector2(p_x, p_y));
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
{
//显示射线,只有在scene视图中才能看到
Debug.DrawLine(ray.origin, hitInfo.point);
// Debug.Log(hitInfo.transform.name);
if (isCallBack == true && ObjTable != null && CallFun != null)
{
CallFun(ObjTable, ClickPosInRawImg, hitInfo.transform);
}
}
}
}
public void SetEventCall(XLua.LuaTable table, Action call)
{
ObjTable = table;
CallFun = call;
}
}
}
4、此种实现诸如如下的效果方便: