Unity-WIKI 之 DrawArrow

组件作用

Unity画方向箭头类库,在Scene视图或在Game视图打开Gizmos查看效果

效果预览

HeadRotation  SpawnPoints image

wiki地址

http://wiki.unity3d.com/index.php/DrawArrow

组件源码

using UnityEngine;
using System.Collections;

public class DebugForward : MonoBehaviour {
    void Update()
    {
        //使用DwawArrow
        DrawArrow.ForDebug(transform.position, transform.forward, Color.green);
        //使用Unity自带的画线函数
        Debug.DrawLine(transform.position, Vector3.back, Color.red);
    }
}
DrawArrow.cs
using UnityEngine;
using System.Collections;
 
public static class DrawArrow
{
    public static void ForGizmo(Vector3 pos, Vector3 direction, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
    {
        Gizmos.DrawRay(pos, direction);
 
        Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180+arrowHeadAngle,0) * new Vector3(0,0,1);
        Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180-arrowHeadAngle,0) * new Vector3(0,0,1);
        Gizmos.DrawRay(pos + direction, right * arrowHeadLength);
        Gizmos.DrawRay(pos + direction, left * arrowHeadLength);
    }
 
    public static void ForGizmo(Vector3 pos, Vector3 direction, Color color, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
    {
        Gizmos.color = color;
        Gizmos.DrawRay(pos, direction);
 
        Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180+arrowHeadAngle,0) * new Vector3(0,0,1);
        Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180-arrowHeadAngle,0) * new Vector3(0,0,1);
        Gizmos.DrawRay(pos + direction, right * arrowHeadLength);
        Gizmos.DrawRay(pos + direction, left * arrowHeadLength);
    }
 
    public static void ForDebug(Vector3 pos, Vector3 direction, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
    {
        Debug.DrawRay(pos, direction);
 
        Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180+arrowHeadAngle,0) * new Vector3(0,0,1);
        Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180-arrowHeadAngle,0) * new Vector3(0,0,1);
        Debug.DrawRay(pos + direction, right * arrowHeadLength);
        Debug.DrawRay(pos + direction, left * arrowHeadLength);
    }
    public static void ForDebug(Vector3 pos, Vector3 direction, Color color, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
    {
        Debug.DrawRay(pos, direction, color);
 
        Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180+arrowHeadAngle,0) * new Vector3(0,0,1);
        Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0,180-arrowHeadAngle,0) * new Vector3(0,0,1);
        Debug.DrawRay(pos + direction, right * arrowHeadLength, color);
        Debug.DrawRay(pos + direction, left * arrowHeadLength, color);
    }
}
原文地址:https://www.cnblogs.com/zhaoqingqing/p/3648813.html