private void CameraMethod()
{
Camera camer;
camer = GetComponent<Camera>();
camer.isOrthoGraphic = false;
camer.fieldOfView = 80; //设置摄像机的视野值为 80
camer.depth = 10; //设置摄像机的深度,如果同时有两个摄像机,深度值大的会遮挡深度小的摄像机
camer.isOrthoGraphic = true; //将摄像机类型转换为正字法类型
camer.orthographicSize = 10.0f;
//视口空间是规范化的并相对于相机。相机的左下为(0,0),右上是(1,1),Z的位置是以世界单位衡量的到相机的距离
// 将视口坐标转换为屏幕坐标
Vector3 pos = camera.ViewportToScreenPoint(new Vector3(0.3f, 0.3f, 0));
//将视口坐标转换为摄像机的世界坐标
Vector3 pos2 = camera.ViewportToWorldPoint(new Vector3(0.3f, 0.3f, 10));
// 将世界坐标转换为屏幕坐标
Vector3 pos4 = camera.WorldToScreenPoint(new Vector3(50, 50, 50));
//将世界坐标转换为视口坐标
camera.WorldToViewportPoint(new Vector3(50, 50, 50));
}
{
Camera camer;
camer = GetComponent<Camera>();
camer.isOrthoGraphic = false;
camer.fieldOfView = 80; //设置摄像机的视野值为 80
camer.depth = 10; //设置摄像机的深度,如果同时有两个摄像机,深度值大的会遮挡深度小的摄像机
camer.isOrthoGraphic = true; //将摄像机类型转换为正字法类型
camer.orthographicSize = 10.0f;
//视口空间是规范化的并相对于相机。相机的左下为(0,0),右上是(1,1),Z的位置是以世界单位衡量的到相机的距离
// 将视口坐标转换为屏幕坐标
Vector3 pos = camera.ViewportToScreenPoint(new Vector3(0.3f, 0.3f, 0));
//将视口坐标转换为摄像机的世界坐标
Vector3 pos2 = camera.ViewportToWorldPoint(new Vector3(0.3f, 0.3f, 10));
// 将世界坐标转换为屏幕坐标
Vector3 pos4 = camera.WorldToScreenPoint(new Vector3(50, 50, 50));
//将世界坐标转换为视口坐标
camera.WorldToViewportPoint(new Vector3(50, 50, 50));
}