2D中,随机一个位置产生物体(如:Sprite),而产生的这个物体能够被看到,那么这个物体就必须要生成在可视的范围中。
这个范围怎么确定呢?通过视口空间转变为世界坐标就行了。(0,0)表示相机视口的最下方,(1,1)表示相机视口的最上方。
Vector3 up = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, 0)); Vector3 down = Camera.main.ViewportToWorldPoint(Vector3.zero);
那么x的范围为[down.x,up.x]
y的范围为[down.y,up.y]
不知道原因的,使用CaptureScreenshot不能保存到截图到安卓的文件系统中
所以使用另一种方式,成功了。
public IEnumerator CaptureScreenShow()
{
yield return new WaitForEndOfFrame();
string fileName = DateTime.Now.Ticks.ToString();
string tagerFolder = DateTime.Now.ToString("yyyy-MM-dd");
string pathName = Path.Combine(Application.persistentDataPath, tagerFolder);
if (!Directory.Exists(pathName))
{
Directory.CreateDirectory(pathName);
}
string path = pathName+"/"+fileName + ".png";
//Application.CaptureScreenshot(path);
//截全屏,当然你可以控制大小
Texture2D t = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, true);
t.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
t.Apply();
byte[] byt = t.EncodeToPNG();//转换为字节
File.WriteAllBytes(path, byt);//保存到路径的文件中
yield return null;
//判断是否截图成功
if (File.Exists(path))
{
Debug.Log("截图成功!");
}
else {
Debug.Log("截图失败!");
}
}其实应该就是读取屏幕的像素保存到Texture中,然后将Texture保存到文件系统中。
读取屏幕的像素,应该是渲染完成后再读取,所以要先等待到帧结束时再读取保存。
void Update () {
if (Input.GetKeyDown(KeyCode.C))
{
string fileName = DateTime.Now.Ticks.ToString();
string tagerFolder = DateTime.Now.ToString("yyyy-MM-dd");
string pathName = Path.Combine(Application.persistentDataPath, tagerFolder);
if (!Directory.Exists(pathName))
{
Directory.CreateDirectory(pathName);
}
string path = Path.Combine(pathName, fileName + ".png");
//Application.CaptureScreenshot(path);Unity2017弃用了
ScreenCapture.CaptureScreenshot(path);
Debug.Log(path);
}
}如果不写路径只写文件名时,截图就会在保存在Unity工程的根目录中。
using UnityEngine;
using System.Collections;
using System.Diagnostics;
using System;
public class TestBatch : MonoBehaviour
{
// Use this for initialization
void Start()
{
try
{
Process myProcess = new Process();
myProcess.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
myProcess.StartInfo.CreateNoWindow = true;
myProcess.StartInfo.UseShellExecute = false;
myProcess.StartInfo.FileName = "C:\\Windows\\system32\\cmd.exe";
string path = "C:\\Users\\Brian\\Desktop\\testFile.bat";
myProcess.StartInfo.Arguments = "/c" + path;
myProcess.EnableRaisingEvents = true;
myProcess.Start();
myProcess.WaitForExit();
int ExitCode = myProcess.ExitCode;
//print(ExitCode);
}
catch (Exception e)
{
print(e);
}
}
}
using UnityEngine;
public class CameraFollow : MonoBehaviour {
private Transform target;
public float offsetY = 3f;
public float offsetZ = 6f;
public float speed = 10f;
void Awake()
{
//默认跟随标签为Player的物体
target = GameObject.FindGameObjectWithTag("Player").transform;
}
public void SetTarget(Transform t)
{
target = t;
}
void LateUpdate()
{
if (target != null)
{
transform.LookAt(target);
Vector3 tar = target.TransformPoint(0, offsetY, -offsetZ);
transform.position = Vector3.Lerp(transform.position, tar,Time.deltaTime * speed);
}
}
}根据跟随目标,获取它向后面和上面的指定长度的世界位置,作为相机的滑动目标位置。
确保摄像机有Physics Raycaster组件
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class testDrawLine : MonoBehaviour, IDragHandler, IEndDragHandler
{
public Color color = Color.red;
public float thickness = 0.02f;
private List<Vector3> points = new List<Vector3>();
private List<Vector3> normals = new List<Vector3>();
private List<int> splits = new List<int>();//分割索引
static Material lineMaterial;
static void CreateLineMaterial()
{
if (!lineMaterial)
{ // Unity has a built-in shader that is useful for drawing
// simple colored things.
var shader = Shader.Find("Hidden/Internal-Colored");
lineMaterial = new Material(shader);
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
// Turn on alpha blending
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
// Turn backface culling off
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
// Turn off depth writes
lineMaterial.SetInt("_ZWrite", 0);
}
}
public void OnRenderObject() {
CreateLineMaterial();
lineMaterial.SetPass(0);
GL.PushMatrix();
GL.MultMatrix(transform.localToWorldMatrix);
GL.Begin(GL.LINES);
int index = 0;
for (int i=1; i<points.Count; i++) {
if (index < splits.Count && i == splits[index]){
index++; continue;
}
GL.Color(color);
var from = points[i-1] + normals[i-1] * thickness;
GL.Vertex3(from.x, from.y, from.z);
var worldNormal = transform.TransformDirection(normals[i]);
var to = points[i] + worldNormal * thickness;
Debug.Log(worldNormal);
GL.Vertex3(to.x, to.y, to.z); }
GL.End();
GL.PopMatrix();
}
public void OnBeginDrag(PointerEventData eventData) { }
public void OnDrag(PointerEventData eventData) {
if (!eventData.pointerCurrentRaycast.isValid) {
SplitPoints();
return;
}
var localPosition = transform.InverseTransformPoint(eventData.pointerCurrentRaycast.worldPosition);
points.Add(localPosition);
var localNormal = transform.InverseTransformDirection(eventData.pointerCurrentRaycast.worldNormal);
normals.Add(localNormal);
}
public void OnEndDrag(PointerEventData eventData) {
SplitPoints();
}
void SplitPoints() {
if (splits.Count == 0 && points.Count != 0 || splits[splits.Count - 1] != points.Count)
splits.Add(points.Count);
}
}在3D物体上挂上这个组件脚本就可以用鼠标在物体上划线了。
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class ScrollTest : MonoBehaviour,IBeginDragHandler,IEndDragHandler {
//滚动内容
public RectTransform content;
//填充类容单元
public GameObject image;
//滚动脚本
public ScrollRect rect;
//总共的单元个数
public int AllItemNum;
//一页放多少个单元
public int PageItemNum;
//总页数
private int PageNum;
//一页的长度
private float peerPageLength;
public float targer = 0;
public bool isDrag = false;
// Use this for initialization
void Awake() {
for (int i = 0; i < AllItemNum; i++)
{
GameObject go = Instantiate(image);
go.transform.parent = content;
}
GridLayoutGroup g = content.GetComponent<GridLayoutGroup>();
//计算滚动内容的总水平长度,然后设置
float itemLength = g.cellSize.x + g.spacing.x;
int PageRowNum = PageItemNum / g.constraintCount;
float pageLength = itemLength * PageRowNum;
PageNum = Mathf.CeilToInt( AllItemNum / PageItemNum) + 1;
content.sizeDelta = new Vector2(pageLength * PageNum,content.sizeDelta.y);
//计算一页的长度,19个,8个每页,共3页,就是0,0.5,13段
peerPageLength = 1f / (PageNum - 1);
}
// Update is called once per frame
void Update () {
if (isDrag) return;
rect.horizontalNormalizedPosition = Mathf.Lerp(rect.horizontalNormalizedPosition, targer, Time.deltaTime * 30);
}
public void OnBeginDrag(PointerEventData eventData)
{
isDrag = true;
}
public void OnEndDrag(PointerEventData eventData)
{
isDrag = false;
if (eventData.delta.x > 0f || targer < rect.horizontalNormalizedPosition)
targer += peerPageLength;
else {
targer -= peerPageLength;
}
targer = Mathf.Clamp01(targer);
}
}如果是在Unity中单单的用脚本类来封装Debug,添加一个全局控制的变量的话,是可以通过设置这个变量来解决Unity打包后不输出这些Debug。但是在Editor中双击输出日志就会定位到封装的Debug类中,就显然的就很不理想了。解决办法就是把这个封装的类变成dll文件后再导入。
一、dll文件的制作
新建dll类库项目,修改项目目标框架为.Net3.5,引入UnityEngine.dll(可以在Unity安装目录下搜索找到),然后新建public的类进行封装。
using UnityEngine;
namespace DebugLog
{
public class DebugLog
{
public static DebugLog UI = new DebugLog("UI");
private string module;
public bool IsOut = true;
public DebugLog(string module)
{
this.module = module;
}
public void Log(string mes)
{
if(IsOut)
Debug.Log(module+ ":" + mes);
}
}
}二、使用
将生成的dll拉进Unity项目中,使用这个类输出日志,具体的其他实际使用的细节就忽略了。
using UnityEngine;
public class TestDebugLog : MonoBehaviour {
void Start () {
DebugLog.DebugLog.UI.Log("Hello");
DebugLog.DebugLog.UI.IsOut = false;
DebugLog.DebugLog.UI.Log("world");
}
}只输出了前面的Hello,只要将IsOut的设置放在全部输出的前面,就可以实现控制了。
当然还可以自定义输出日志模块的文字样式等。
缺点就是,每次添加模块或则做一些修改,都需要重新生成dll,引入。
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
public class Proc : MonoBehaviour {
UnityWebRequest web;
void Start () {
StartCoroutine(WebDown());
}
void Update () {
if(web != null)
Debug.Log(web.downloadProgress);
}
IEnumerator WebDown()
{
web = UnityWebRequest.Get("http://down.sandai.net/thunder9/Thunder9.1.47.1020.exe");
yield return web.SendWebRequest();
}
}以静态方法来获取下载的实例的,UnityWebRequest对网络操作都采取这种方式了
using System.Collections;
using UnityEngine;
public class Proc : MonoBehaviour {
WWW www;
void Start () {
StartCoroutine(Down());
}
void Update () {
if(www != null)
Debug.Log(www.progress);
}
IEnumerator Down()
{
www = new WWW("https://store.unity.com/cn/download/thank-you?thank-you=personal&os=win&nid=528");
yield return www;
}
}当然,下载进度其实是对大型文件才有用处的,不然只能看到0直接变成1了。