Unity 实用教程 之 绘制实体矩形攻击范围线
1、打开Unity,新建一个空工程,具体如下图

2、在场景中添加 Plane 和 Cube,布局如下图

3、在工程中,新建一个脚本,命名为 DrawRectangleSolid,并右键脚本 Open C# Project 打开,具体如下图

4、在打开的脚本上编写代码,具体代码和代码说明如下图


5、脚本具体内容如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DrawRectangleSolid : MonoBehaviour {
public static GameObject go;
public static MeshFilter mf;
public static MeshRenderer mr;
public static Shader shader;
// Update is called once per frame
void Update () {
if(Input.GetKeyDown (KeyCode.A)) {
ToDrawRectangleSolid (transform, transform.localPosition, 4, 3);
}
}
private static GameObject CreateMesh(List<Vector3> vertices)
{
int[] triangles;
Mesh mesh = new Mesh();
int triangleAmount = vertices.Count - 2;
triangles = new int[3 * triangleAmount];
//根据三角形的个数,来计算绘制三角形的顶点顺序(索引)
//顺序必须为顺时针或者逆时针
for (int i = 0; i < triangleAmount; i++)
{
triangles[3 * i] = 0;//固定第一个点
triangles[3 * i + 1] = i + 1;
triangles[3 * i + 2] = i + 2;
}
if (go == null)
{
go = new GameObject("mesh");
go.transform.position = new Vector3(0, 0.1f, 0);//让绘制的图形上升一点,防止被地面遮挡
mf = go.AddComponent<MeshFilter>();
mr = go.AddComponent<MeshRenderer>();
shader = Shader.Find("Unlit/Color");
}
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles;
mf.mesh = mesh;
mr.material.shader = shader;
mr.material.color = Color.red;
return go;
}
//绘制实心长方形
//以长方形的底边中点为攻击方位置(从俯视角度来看)
public static void ToDrawRectangleSolid(Transform t, Vector3 bottomMiddle, float length, float width)
{
List<Vector3> vertices = new List<Vector3>();
vertices.Add(bottomMiddle - t.right * (width / 2));
vertices.Add(bottomMiddle - t.right * (width / 2) + t.forward * length);
vertices.Add(bottomMiddle + t.right * (width / 2) + t.forward * length);
vertices.Add(bottomMiddle + t.right * (width / 2));
CreateMesh(vertices);
}
}
6、脚本编译正确,回到Unity界面,把脚本赋给 Cube,具体如下图

7、运行场景,然后按下 A 键,圆形绘制出来,具体如下图

8、到此,《Unity 实用教程 之 绘制实体矩形攻击范围线》讲解结束,谢谢