Unity LineRender画线+计算空间距离+实时更新数据

Unity中实现小球拖动与测量


参考博客 : http://www.manew.com/blog-123323-22409.html


最终实现效果:(数字显示的位置不对,找了很久也不知道什么原因,有大神知道后,评论一下)



就直接上代码了:

拖动小球移动的代码:

using UnityEngine;
using System.Collections;

public class DragToMove : MonoBehaviour {
    
    void Update()
    {
        if(Input.GetMouseButton(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if(Physics.Raycast(ray.origin,ray.direction, out hit))
            {
                Vector3 hitPoint = hit.point;
                transform.position = new Vector3(hitPoint.x, 3.5f, hitPoint.z);
            }
        }
    }
}




显示数字的代码:

using UnityEngine;
using System.Collections;

public class ShowSizeManager : MonoBehaviour
{
    public static ShowSizeManager _Instance;
    public TextMesh one;
    public TextMesh two;
    public TextMesh three;
    public TextMesh four;

    void Start()
    {
        _Instance = this;
        one = transform.FindChild("1").GetComponent<TextMesh>();
        two = transform.FindChild("2").GetComponent<TextMesh>();
        three = transform.FindChild("3").GetComponent<TextMesh>();
        four = transform.FindChild("4").GetComponent<TextMesh>();
    }

    public void ShowText(Vector3 point, float distance, string type)
    {
        distance = Mathf.Round(distance);
        switch (type)
        {
            case "1":
                one.GetComponent<MeshRenderer>().enabled = true;
                one.transform.position = point;
                one.text = distance.ToString();
                break;

            case "2":
                two.GetComponent<MeshRenderer>().enabled = true;
                two.transform.position = point;
                two.text = distance.ToString();
                break;

            case "3":
                three.GetComponent<MeshRenderer>().enabled = true;
                three.transform.position = point;
                three.text = distance.ToString();
                break;

            case "4":
                four.GetComponent<MeshRenderer>().enabled = true;
                four.transform.position = point;
                four.text = distance.ToString();
                break;
        }
        transform.LookAt(-Camera.main.transform.position);
    }

    public void HideMesh(string type)
    {
       switch(type)
       {
           case "1": one.GetComponent<MeshRenderer>().enabled = false; break;
           case "2": one.GetComponent<MeshRenderer>().enabled = false; break;
           case "3": one.GetComponent<MeshRenderer>().enabled = false; break;
           case "4": one.GetComponent<MeshRenderer>().enabled = false; break;
       }
    }
}


画线的代码:

using UnityEngine;
using System.Collections;

public class RenderSize : MonoBehaviour
{
    public static RenderSize _instance;

    public GameObject go;

    private LineRenderer forward;
    private LineRenderer back;
    private LineRenderer left;
    private LineRenderer right;

    void Start()
    {
        _instance = this;
        forward = transform.FindChild("forward").GetComponent<LineRenderer>();
        back = transform.FindChild("back").GetComponent<LineRenderer>();
        left = transform.FindChild("left").GetComponent<LineRenderer>();
        right = transform.FindChild("right").GetComponent<LineRenderer>();
    }

    void FixedUpdate()
    {
        RayCheck(go);
    }

    private void RayCheck(GameObject go)
    {
        Check(go, Vector3.forward, forward, "1");
        Check(go, Vector3.back, back, "2");
        Check(go, Vector3.left, left, "3");
        Check(go, Vector3.right, right, "4");
    }

    private void Check(GameObject go, Vector3 Direction, LineRenderer line, string type)
    {
        RaycastHit hit;
        if (Physics.Raycast(go.transform.position, Direction, out hit, 100))
        {
            line.enabled = true;
            Debug.DrawLine(go.transform.position, hit.point, Color.red);
            Vector3 v0 = go.transform.position;
            Vector3 v2 = hit.point;
            line.SetPosition(0, v0);
            line.SetPosition(1, v2);
            float distance = Vector3.Distance(go.transform.position, hit.point);
            Vector3 point = (transform.position + hit.point) / 2;
            ShowSizeManager._Instance.ShowText(point, distance, type);
        }
        else
        {
            line.enabled = false;
            ShowSizeManager._Instance.HideMesh(type);
        }
    }
}



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