worldPosition = Camera.main.ScreenToWorldPoint(position);
时间: 2024-05-28 13:08:41 浏览: 157
This line of code is used to convert a position in screen space to world space, based on the position of the main camera.
The input parameter "position" is a Vector3 representing a point in screen space, with x and y values ranging from 0 to the width and height of the screen, and a z value representing the distance from the camera.
The output variable "worldPosition" is a Vector3 representing the same point in world space, with x, y, and z values corresponding to the position in the game world.
This conversion is useful for interacting with objects in the game world based on user input, such as clicking or tapping on the screen to select an object.
相关问题
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Tilemaps; public class TileMapReadController : MonoBehaviour { [SerializeField] Tilemap tilemap; [SerializeField] List<TileData> tileDatas; Dictionary<TileBase, TileData> dataFromTiles; private void Start() { //Debug.Log("111"); 有一个111出来 dataFromTiles = new Dictionary<TileBase, TileData>(); foreach (TileData tileData in tileDatas) { foreach(TileBase tile in tileData.tiles) { //Debug.Log("111"); 有两个111出来 dataFromTiles.Add(tile, tileData); } } } Vector3 worldPosition; public Vector3Int GetGridPosition(Vector3 position, bool mousePosition) { Ray ray = Camera.main.ScreenPointToRay(position); if (Physics.Raycast(ray, out RaycastHit hit)) { worldPosition = hit.point; } else { worldPosition = Camera.main.transform.position + ray.direction * 100.0f; } //Debug.Log(worldPosition); Vector3Int gridPosition = tilemap.WorldToCell(worldPosition); //Debug.Log(gridPosition); return gridPosition; } public TileBase GetTileBase(Vector3Int gridPosition) { TileBase tile = tilemap.GetTile(gridPosition); //Debug.Log("111"); return tile;//此处代码有问题因为根本没有return出来东西 } public TileData GetTileData(TileBase tilebase) { //Debug.Log("111"); return dataFromTiles[tilebase]; } }这段代码调用了public TileBase GetTileBase这个函数了吗
可以看到,在TileMapReadController这个类中,确实出现了public TileBase GetTileBase函数的定义。但是在该函数体中,可能存在一个代码错误,因为在函数末尾并没有返回任何值。
unity 坐标之间的转换
在Unity中,坐标转换是一个常见的操作,特别是在处理不同坐标系之间的转换时。Unity主要使用三种坐标系:
1. **世界坐标系(World Space)**:这是Unity场景中的全局坐标系,所有游戏对象的位置和旋转都是相对于这个坐标系的。
2. **本地坐标系(Local Space)**:这是相对于父对象的位置和旋转的坐标系。如果一个对象没有父对象,那么它的本地坐标系与世界坐标系相同。
3. **屏幕坐标系(Screen Space)**:这是相对于游戏窗口的坐标系,左下角为(0,0),右上角为(Screen.width, Screen.height)。
以下是一些常见的坐标转换方法:
### 世界坐标转本地坐标
```csharp
Vector3 worldPosition = new Vector3(1, 2, 3);
Transform transform = GetComponent<Transform>();
Vector3 localPosition = transform.InverseTransformPoint(worldPosition);
```
### 本地坐标转世界坐标
```csharp
Vector3 localPosition = new Vector3(1, 2, 3);
Transform transform = GetComponent<Transform>();
Vector3 worldPosition = transform.TransformPoint(localPosition);
```
### 世界坐标转屏幕坐标
```csharp
Vector3 worldPosition = new Vector3(1, 2, 3);
Camera camera = Camera.main;
Vector3 screenPosition = camera.WorldToScreenPoint(worldPosition);
```
### 屏幕坐标转世界坐标
```csharp
Vector3 screenPosition = new Vector3(100, 200, 0);
Camera camera = Camera.main;
Vector3 worldPosition = camera.ScreenToWorldPoint(screenPosition);
```
### 本地坐标转屏幕坐标
```csharp
Vector3 localPosition = new Vector3(1, 2, 3);
Transform transform = GetComponent<Transform>();
Vector3 worldPosition = transform.TransformPoint(localPosition);
Camera camera = Camera.main;
Vector3 screenPosition = camera.WorldToScreenPoint(worldPosition);
```
### 屏幕坐标转本地坐标
```csharp
Vector3 screenPosition = new Vector3(100, 200, 0);
Camera camera = Camera.main;
Vector3 worldPosition = camera.ScreenToWorldPoint(screenPosition);
Transform transform = GetComponent<Transform>();
Vector3 localPosition = transform.InverseTransformPoint(worldPosition);
```
这些方法可以帮助你在不同的坐标系之间进行转换,从而实现更复杂的游戏逻辑和交互。
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