我就废话不多说了,大家还是直接看代码吧~
- private LineRenderer line;
- //画线
- line = this.gameObject.AddComponent<LineRenderer>();
- //只有设置了材质 setColor才有作用
- line.material = new Material(Shader.Find("Particles/Additive"));
- line.SetVertexCount(2);//设置两点
- line.SetColors(Color.yellow, Color.red); //设置直线颜色
- line.SetWidth(0.01f, 0.01f);//设置直线宽度
- //设置指示线的起点和终点
- line.SetPosition(0, initPosition);
- line.SetPosition(1, newPosition);
绘制圆
下面是以物体position为圆心,半径为R,在xz平面上的画圆
- public float R;//半径
- public int N;//不要超过45
- line.SetVertexCount(N+1);//这里要加1,达成闭合曲线
- for (int i = 0; i < N + 1; i++)
- {
- float x = R * Mathf.Cos((360 / N * i) * Mathf.Deg2Rad) + transform.position.x; //确定x坐标
- float z = R * Mathf.Sin((360 / N * i) * Mathf.Deg2Rad) + transform.position.z; //确定z坐标
- line.SetPosition(i, new Vector3(x, transform.position.y, z));
- }
补充:Unity 通过LineRenderer组件画线段

- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class DrawLineByMouse : MonoBehaviour {
- //画线组件预制体
- public Transform gestureOnScreenPrefab;
- private int strokeId = -1;
- private Vector3 virtualKeyPosition = Vector2.zero;
- private Rect drawArea;
- private RuntimePlatform platform;
- private int vertexCount = 0;
- private List<LineRenderer> gestureLinesRenderer = new List<LineRenderer>();
- private LineRenderer currentGestureLineRenderer;
- //GUI
- private string message="what is this ?";
- private bool recognized;
- private string newGestureName = "";
- void Start()
- {
- platform = Application.platform;
- drawArea = new Rect(0, 0, Screen.width - Screen.width / 3, Screen.height);
- }
- void Update()
- {
- if (platform == RuntimePlatform.Android || platform == RuntimePlatform.IPhonePlayer)
- {
- if (Input.touchCount > 0)
- {
- virtualKeyPosition = new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y);
- }
- }
- else
- {
- if (Input.GetMouseButton(0))
- {
- virtualKeyPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
- }
- }
-
- if (drawArea.Contains(virtualKeyPosition))
- {
-
- if (Input.GetMouseButtonDown(0))
- {
- ++strokeId;
-
- // Transform tmpGesture = Instantiate(gestureOnScreenPrefab, transform.position, transform.rotation) as Transform;
- // currentGestureLineRenderer = tmpGesture.GetComponent<LineRenderer>();
-
- GameObject go = new GameObject("LineRenderer");
- go.transform.position = Camera.main.transform.position;
- go.transform.rotation = Camera.main.transform.rotation;
- currentGestureLineRenderer = go.AddComponent<LineRenderer>();
- currentGestureLineRenderer.startWidth = 0.1f;
- gestureLinesRenderer.Add(currentGestureLineRenderer);
- vertexCount = 0;
- }
-
- if (Input.GetMouseButton(0))
- {
- currentGestureLineRenderer.SetVertexCount(++vertexCount);
- currentGestureLineRenderer.SetPosition(vertexCount - 1, Camera.main.ScreenToWorldPoint(new Vector3(virtualKeyPosition.x, virtualKeyPosition.y, 10)));
- }
- }
- }
- void OnGUI()
- {
-
- GUI.Box(drawArea, "Draw Area");
- GUI.Label(new Rect(10, Screen.height - 40, 500, 50), message);
- if (GUI.Button(new Rect(Screen.width - 100, 10, 100, 30), "clear line"))
- {
- foreach (LineRenderer lineRenderer in gestureLinesRenderer)
- {
- lineRenderer.SetVertexCount(0);
- Destroy(lineRenderer.gameObject);
- }
- gestureLinesRenderer.Clear();
- recognized = true;
-
- }
- }
- }
以上为个人经验,希望能给大家一个参考,也希望大家多多支持w3xue。如有错误或未考虑完全的地方,望不吝赐教。