Unity + NGUI 實現人物頭頂UI的信息展示


1、思路:

  (1)信息數據:需要展示屬性信息

  (2)信息的展示:負責顯示UI屬性信息

  (3)UI的跟隨:負責實現UI對人物的跟隨

  (4)UI的管理:負責對UI進行創建於回收,游戲中需要用到UI的地方都是與該腳本的交互。

2、將需要用到的UI資源打到一個圖集中,以免出現大量人物的時候圖集穿插造成不良的影響。

3、創建一個頭頂UI預設,當道對應的目錄下面:

為了測試的方便,在Resources下面也放一個做好的UI預設:

需要注意的是,做的這個預設是不帶Panel的,因為希望可以把游戲展示的所有人物頭頂UI信息放到同一個Panel下管理。

4、創建一個Panel,用來管理頭頂的UI信息:

5、UI跟隨腳本:

using UnityEngine;


/// <summary>
/// 2DUI跟隨3D物體
/// </summary>
public class UIFollow3DPosition : MonoBehaviour
{
    public Transform targetTrans;           //2DUI需要跟隨的3D目標
    public Camera targetCa;                 //照射的3D目標的攝像機
    public Vector3 offsetPos;               //2DUI需要在3D目標點的基礎上做出的偏移量
    public float dis;                       //3D目標點與攝像機之間的距離,為了實現:3D目標點攝像機機發生變化的時候2DUI也跟隨發生變化
    public float ratio;                     //2DUI的縮放比例                   

    [HideInInspector]
    public bool isAutoScale = false;        //控制2DUI是否發生縮放

    public const float FarDistance = 40f;   //3D目標點與攝像機的最大距離
    public const float NearDistance = 6.5f; //3D目標點與攝像機的最小距離
    public static Vector3 MaxScale = Vector3.one;
    public static Vector3 MinScale = new Vector3(0.5f, 0.5f, 0.5f);

    private Camera uiCa;                    //NGUI攝像機
    Transform selfTrans;                    //2DUI,因為該腳本是掛在2DUI上的
    GameObject selfObj;                     //2DUI
    Vector3 screenPos;                      //2DUI的屏幕坐標
    Vector3 curPos;                         //2DUI的世界坐標
    Vector3 backPos = new Vector3(3000, 0, 0);

    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 < 0)
            {
                selfTrans.localPosition = backPos;
            }
            else
            {
                curPos = uiCa.ScreenToWorldPoint(screenPos);
                curPos.z = 0;
                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、數據及展示的實現:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace Module.UI
{
    //頭頂顯示需要用到的是數據
    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、將以上兩個腳本掛載到做好的UI預設上,並進行相應的設置:

8、UI管理腳本的實現:

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 <= 0)
            {
                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(0, 1, 0);

            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邏輯,下面是調用邏輯:

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(12, "我是方的");
        CharacterTopUI.Show(param);
    }

    void Update()
    {
        if (Input.GetKey(KeyCode.A))
        {
            Trans.Translate(-Time.deltaTime * speed, 0, 0);
        }
        else if (Input.GetKey(KeyCode.D))
        {
            Trans.Translate(Time.deltaTime * speed, 0, 0);
        }
        else if (Input.GetKey(KeyCode.W))
        {
            Trans.Translate(0, 0, Time.deltaTime * speed);
        }
        else if (Input.GetKey(KeyCode.S))
        {
            Trans.Translate(0, 0, -Time.deltaTime * speed);
        }
    }
}

10、項目運行前后的效果對比圖:

         

11、項目運行時候的結構:

 


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