ZhaMenIconCtrl.cs 2.2 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.EventSystems;
  6. using UnityEngine.UI;
  7. using UnityEngine.UIElements;
  8. public class ZhaMenIconCtrl : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
  9. {
  10. private RectTransform rect;
  11. private Camera _camera;
  12. private UnityEngine.UI.Button _button;
  13. public FloodGate _data;
  14. public Transform targetTransForm;
  15. public GameObject tint;
  16. public Text tintName;
  17. public void Init(FloodGate data,string name,GameObject targetObj)
  18. {
  19. _data = data;
  20. tintName.text = name;
  21. rect = this.GetComponent<RectTransform>();
  22. _button = this.transform.Find("Icon").GetComponent<UnityEngine.UI.Button>();
  23. _button.onClick.AddListener(() =>
  24. {
  25. });
  26. rect.anchoredPosition = new Vector2(2000, 0);
  27. _camera = CameraManager.instance.mainCamera;
  28. targetTransForm = targetObj.transform;
  29. }
  30. void Update()
  31. {
  32. if (targetTransForm != null)
  33. {
  34. if (IsObjectInCameraView(targetTransForm, _camera))
  35. {
  36. rect.transform.position = _camera.WorldToScreenPoint(targetTransForm.position);
  37. }
  38. else
  39. {
  40. rect.transform.position = new Vector3(2000, 0, 0);
  41. }
  42. }
  43. }
  44. bool IsObjectInCameraView(Transform objectTransform, Camera camera)
  45. {
  46. Vector3 objectScreenPosition = camera.WorldToScreenPoint(objectTransform.position);
  47. return objectScreenPosition.z > 0 &&
  48. objectScreenPosition.x > 0 &&
  49. objectScreenPosition.x < Screen.width &&
  50. objectScreenPosition.y > 0 &&
  51. objectScreenPosition.y < Screen.height;
  52. }
  53. public void OnPointerEnter(PointerEventData eventData)
  54. {
  55. tint.gameObject.SetActive(true);
  56. LayoutRebuilder.ForceRebuildLayoutImmediate(tintName.GetComponent<RectTransform>()); // 强制重新计算布局
  57. LayoutRebuilder.ForceRebuildLayoutImmediate(tint.GetComponent<RectTransform>()); // 强制重新计算布局
  58. }
  59. public void OnPointerExit(PointerEventData eventData)
  60. {
  61. tint.gameObject.SetActive(false);
  62. }
  63. }