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Unity 通过LineRenderer绘制两点之间的直线操作
来源:jb51  时间:2021/4/12 15:42:32  对本文有异议

我就废话不多说了,大家还是直接看代码吧~

  1. private LineRenderer line;
  2. //画线
  3. line = this.gameObject.AddComponent<LineRenderer>();
  4. //只有设置了材质 setColor才有作用
  5. line.material = new Material(Shader.Find("Particles/Additive"));
  6. line.SetVertexCount(2);//设置两点
  7. line.SetColors(Color.yellow, Color.red); //设置直线颜色
  8. line.SetWidth(0.01f, 0.01f);//设置直线宽度
  9. //设置指示线的起点和终点
  10. line.SetPosition(0, initPosition);
  11. 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

  1. public float R;//半径
  2. public int N;//不要超过45
  3. line.SetVertexCount(N+1);//这里要加1,达成闭合曲线
  4. for (int i = 0; i < N + 1; i++)
  5. {
  6. float x = R * Mathf.Cos((360 / N * i) * Mathf.Deg2Rad) + transform.position.x; //确定x坐标
  7. float z = R * Mathf.Sin((360 / N * i) * Mathf.Deg2Rad) + transform.position.z; //确定z坐标
  8. line.SetPosition(i, new Vector3(x, transform.position.y, z));
  9. }

补充:Unity 通过LineRenderer组件画线段

  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class DrawLineByMouse : MonoBehaviour {
  5. //画线组件预制体
  6. public Transform gestureOnScreenPrefab;
  7. private int strokeId = -1;
  8. private Vector3 virtualKeyPosition = Vector2.zero;
  9. private Rect drawArea;
  10. private RuntimePlatform platform;
  11. private int vertexCount = 0;
  12. private List<LineRenderer> gestureLinesRenderer = new List<LineRenderer>();
  13. private LineRenderer currentGestureLineRenderer;
  14. //GUI
  15. private string message="what is this ?";
  16. private bool recognized;
  17. private string newGestureName = "";
  18. void Start()
  19. {
  20. platform = Application.platform;
  21. drawArea = new Rect(0, 0, Screen.width - Screen.width / 3, Screen.height);
  22. }
  23. void Update()
  24. {
  25. if (platform == RuntimePlatform.Android || platform == RuntimePlatform.IPhonePlayer)
  26. {
  27. if (Input.touchCount > 0)
  28. {
  29. virtualKeyPosition = new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y);
  30. }
  31. }
  32. else
  33. {
  34. if (Input.GetMouseButton(0))
  35. {
  36. virtualKeyPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
  37. }
  38. }
  39. if (drawArea.Contains(virtualKeyPosition))
  40. {
  41. if (Input.GetMouseButtonDown(0))
  42. {
  43. ++strokeId;
  44. // Transform tmpGesture = Instantiate(gestureOnScreenPrefab, transform.position, transform.rotation) as Transform;
  45. // currentGestureLineRenderer = tmpGesture.GetComponent<LineRenderer>();
  46. GameObject go = new GameObject("LineRenderer");
  47. go.transform.position = Camera.main.transform.position;
  48. go.transform.rotation = Camera.main.transform.rotation;
  49. currentGestureLineRenderer = go.AddComponent<LineRenderer>();
  50. currentGestureLineRenderer.startWidth = 0.1f;
  51. gestureLinesRenderer.Add(currentGestureLineRenderer);
  52. vertexCount = 0;
  53. }
  54. if (Input.GetMouseButton(0))
  55. {
  56. currentGestureLineRenderer.SetVertexCount(++vertexCount);
  57. currentGestureLineRenderer.SetPosition(vertexCount - 1, Camera.main.ScreenToWorldPoint(new Vector3(virtualKeyPosition.x, virtualKeyPosition.y, 10)));
  58. }
  59. }
  60. }
  61. void OnGUI()
  62. {
  63. GUI.Box(drawArea, "Draw Area");
  64. GUI.Label(new Rect(10, Screen.height - 40, 500, 50), message);
  65. if (GUI.Button(new Rect(Screen.width - 100, 10, 100, 30), "clear line"))
  66. {
  67. foreach (LineRenderer lineRenderer in gestureLinesRenderer)
  68. {
  69. lineRenderer.SetVertexCount(0);
  70. Destroy(lineRenderer.gameObject);
  71. }
  72. gestureLinesRenderer.Clear();
  73. recognized = true;
  74. }
  75. }
  76. }

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。

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