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June 21, 2017 08:33
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unity ui sorting
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class BillBoard2D : MonoBehaviour { | |
public Camera m_Camera; | |
void Update() | |
{ | |
if (!m_Camera) | |
m_Camera = Camera.main; | |
transform.LookAt(transform.position + m_Camera.transform.rotation * Vector3.forward, | |
m_Camera.transform.rotation * Vector3.up); | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class FollowTarget : MonoBehaviour { | |
public Transform target; | |
public Vector3 offset; | |
public float smoothTime = 0.1f; | |
private float velocity; | |
private Transform myTransform; | |
// Use this for initialization | |
void Awake () { | |
myTransform = GetComponent<Transform>(); | |
} | |
// Update is called once per frame | |
void Update () { | |
if (target == null) return; | |
Vector3 pos = target.position + offset; | |
Vector3 now = myTransform.position; | |
if (pos.Equals(now)) return; | |
float distance = Vector3.Distance(pos, now); | |
float v = Mathf.SmoothDamp(0, distance, ref velocity, smoothTime); | |
myTransform.position = Vector3.MoveTowards(now, pos, v); | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class UISortByCamera : MonoBehaviour { | |
private Transform myTransform; | |
private List<Pair> childs = new List<Pair>(); | |
public Camera camera; | |
public struct Pair | |
{ | |
public Transform target; | |
public float distance; | |
public int index; | |
} | |
private void Awake() | |
{ | |
myTransform = GetComponent<Transform>(); | |
if (camera == null) | |
camera = Camera.main; | |
} | |
// Update is called once per frame | |
void Update () { | |
if (camera == null) return; | |
Vector3 cameraPos = camera.transform.position; | |
Vector3 cameraForward = camera.transform.forward; | |
float near = camera.nearClipPlane; | |
childs.Clear(); | |
for(int i = 0, l = myTransform.childCount; i < l; i++) | |
{ | |
Transform target = myTransform.GetChild(i); | |
float distance = Vector3.Dot(target.position - cameraPos, cameraForward); | |
childs.Add(new Pair() | |
{ | |
target = target, | |
distance = distance, | |
index = i | |
}); | |
} | |
childs.Sort(SortComparerr); | |
for (int i = 0, l = childs.Count; i < l; i++) | |
{ | |
if (childs[i].distance >= near) | |
childs[i].target.SetAsLastSibling(); | |
} | |
} | |
private int SortComparerr(Pair a, Pair b) | |
{ | |
if (a.distance > b.distance) | |
return -1; | |
if (a.distance < b.distance) | |
return 1; | |
// List.Sort is unstable | |
// so make stable sort with index | |
return a.index - b.index; | |
} | |
} |
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