真机调试时,有时候需要在屏幕中快速添加一些调试信息,如人物的碰撞盒, 准星范围等,可用gl在屏幕上画矩形圆形等来显示:
开始绘制:
void Begin (Color color) { if (s_material == null) s_material = new Material (Shader.Find ("Unlit/Color")); s_material.SetPass (0); GL.LoadOrtho (); GL.Begin (GL.LINES); s_material.SetColor ("_Color", color); }
结束绘制:
void End () { GL.End (); }
绘制矩形:
public void DrawScreenRect(Rect rect, Color color) { Begin (color); GL.Vertex3 (rect.xMin / Screen.width, rect.yMin / Screen.height, 0); GL.Vertex3 (rect.xMin / Screen.width, rect.yMax / Screen.height, 0); GL.Vertex3 (rect.xMin / Screen.width, rect.yMax / Screen.height, 0); GL.Vertex3 (rect.xMax / Screen.width, rect.yMax / Screen.height, 0); GL.Vertex3 (rect.xMax / Screen.width, rect.yMax / Screen.height, 0); GL.Vertex3 (rect.xMax / Screen.width, rect.yMin / Screen.height, 0); GL.Vertex3 (rect.xMax / Screen.width, rect.yMin / Screen.height, 0); GL.Vertex3 (rect.xMin / Screen.width, rect.yMin / Screen.height, 0); End (); }
绘制椭圆:
public void DrawScreenEllipse(Vector2 center, float xRadius, float yRadius, Color color, int smooth = 50) { Begin (color); for (int i = 0; i < smooth; ++i) { int nextStep = (i + 1) % smooth; GL.Vertex3 ((center.x + xRadius * Mathf.Cos (2 * Mathf.PI / smooth * i)) / Screen.width, (center.y + yRadius * Mathf.Sin (2 * Mathf.PI / smooth * i)) / Screen.height, 0); GL.Vertex3 ((center.x + xRadius * Mathf.Cos (2 * Mathf.PI / smooth * nextStep)) / Screen.width, (center.y + yRadius * Mathf.Sin (2 * Mathf.PI / smooth * nextStep)) / Screen.height, 0); } End (); }