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  • 浅析Unity 坐标系

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    [ExecuteInEditMode]
    public class CoordinateSystemTest : MonoBehaviour {

    public Camera CurrentCamera;

    void OnGUI()
    {

    if (CurrentCamera == null)
    {
    Debug.Log("相机为Null");
    return;
    }
    GUI.Label(new Rect(300, 50, 100, 100), "坐标变换");

    GUI.Label(new Rect(100, 100, 100, 100), "1.世界坐标:");
    GUI.Label(new Rect(200, 100, 200, 100), transform.position.ToString());

    GUI.Label(new Rect(100, 150, 100, 100), "2.局部坐标:");
    GUI.Label(new Rect(200, 150, 200, 100), transform.localPosition.ToString());

    GUI.Label(new Rect(100, 200, 100, 100), "3.世界坐标->屏幕坐标:");
    GUI.Label(new Rect(200, 200, 200, 100), CurrentCamera.WorldToScreenPoint(transform.position).ToString());

    GUI.Label(new Rect(100, 250, 100, 100), "4.世界坐标->视口坐标:");
    GUI.Label(new Rect(200, 250, 200, 100), CurrentCamera.WorldToViewportPoint(transform.position).ToString());

    GUI.Label(new Rect(100, 300, 100, 100), "5.屏幕坐标->视口坐标:");
    GUI.Label(new Rect(200, 300, 200, 100), CurrentCamera.ScreenToViewportPoint(transform.position).ToString());

    GUI.Label(new Rect(100, 350, 100, 100), "6.屏幕坐标->世界坐标:");
    GUI.Label(new Rect(200, 350, 200, 100), CurrentCamera.ScreenToWorldPoint(transform.position).ToString());

    GUI.Label(new Rect(100, 400, 100, 100), "7.视口坐标->屏幕坐标:");
    GUI.Label(new Rect(200, 400, 200, 100), CurrentCamera.ViewportToScreenPoint(transform.position).ToString());

    GUI.Label(new Rect(100, 450, 100, 100), "8.视口坐标->世界坐标:");
    GUI.Label(new Rect(200, 450, 200, 100), CurrentCamera.ViewportToWorldPoint(transform.position).ToString());

    }
    }

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  • 原文地址:https://www.cnblogs.com/Zsundy/p/9252646.html
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