首先我们创建一个Label一个Button,然后创建两个C#类,一个FloatingText绑定到Label上,一个FloatingTextDriver绑定到Button上,这样我们Inspector面板中把相应的参数赋值即可,当我们点击按钮的时候,Label文本出现,并且位置一直跟随Target运动。
Label中的Target为空,我们在FloatingTextDriver的OnClick事件中动态添加了Target对象。
下面是FloatingTextDriver与FloatingText两个类的具体实现:
Source code
using UnityEngine
using System.Collections
public class FloatingTextDriver : MonoBehaviour {
public GameObject target
public FloatingText ft
public UIFont font
IEnumerator OnClick()
{
ft.Target = target
ft.Text = "libufan"
ft.Active = true
yield return new WaitForSeconds(2.0f)
ft.Font = font
ft.FontSize = new Vector3(50, 50, 1)
}
}
Source code
using UnityEngine
using System.Collections
public class FloatingText : MonoBehaviour {
private UILabel _lbl
public GameObject _target
public Camera worldCamera
public Camera guiCamera
private Vector3 pubPos
private bool _active
void Awake()
{
_lbl = GetComponent<UILabel>()
if(_lbl == null)
{
Debug.LogError("Could not fint the UILabel!")
}
}
void Start()
{
guiCamera = NGUITools.FindCameraForLayer(gameObject.layer)
}
public Color TextColor
{
get {return _lbl.color}
set {_lbl.color = value}
}
public string Text
{
get { return _lbl.text}
set { _lbl.text = value}
}
public bool Active
{
get { return _active}
set { _active = value}
}
public GameObject Target
{
get { return _target}
set {
_target = value
worldCamera = NGUITools.FindCameraForLayer(_target.layer)
}
}
public UIFont Font
{
get { return _lbl.font}
set { _lbl.font = value}
}
public Vector3 FontSize
{
get { return _lbl.transform.localScale}
set { _lbl.transform.localScale = value}
}
void LateUpdate()
{
if (!_active)
{
return
}
pubPos = worldCamera.WorldToViewportPoint(_target.transform.position)
pubPos = guiCamera.ViewportToWorldPoint(pubPos)
pubPos.z = 0
transform.position = pubPos
}
}
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