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Screen-relative anchoring component for Unity3D. Find more Unity code at http://www.eliotlash.com/2015/01/unity3d-components-and-code-snippets/
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/*** | |
* This script will anchor a GameObject to a relative screen position. | |
* This script is intended to be used with ViewportHandler.cs by Marcel Căşvan, available here: http://gamedev.stackexchange.com/a/89973/50623 | |
* It is also copied in this gist below. | |
* | |
* Note: For performance reasons it's currently assumed that the game resolution will not change after the game starts. | |
* You could not make this assumption by periodically calling UpdateAnchor() in the Update() function or a coroutine, but is left as an exercise to the reader. | |
*/ | |
/* The MIT License (MIT) | |
Copyright (c) 2015, Eliot Lash | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. */ | |
using UnityEngine; | |
using System.Collections; | |
[ExecuteInEditMode] | |
public class CameraAnchor : MonoBehaviour { | |
public enum AnchorType { | |
BottomLeft, | |
BottomCenter, | |
BottomRight, | |
MiddleLeft, | |
MiddleCenter, | |
MiddleRight, | |
TopLeft, | |
TopCenter, | |
TopRight, | |
}; | |
public AnchorType anchorType; | |
public Vector3 anchorOffset; | |
IEnumerator updateAnchorRoutine; //Coroutine handle so we don't start it if it's already running | |
// Use this for initialization | |
void Start () { | |
updateAnchorRoutine = UpdateAnchorAsync(); | |
StartCoroutine(updateAnchorRoutine); | |
} | |
/// <summary> | |
/// Coroutine to update the anchor only once ViewportHandler.Instance is not null. | |
/// </summary> | |
IEnumerator UpdateAnchorAsync() { | |
uint cameraWaitCycles = 0; | |
while(ViewportHandler.Instance == null) { | |
++cameraWaitCycles; | |
yield return new WaitForEndOfFrame(); | |
} | |
if (cameraWaitCycles > 0) { | |
print(string.Format("CameraAnchor found ViewportHandler instance after waiting {0} frame(s). You might want to check that ViewportHandler has an earlie execution order.", cameraWaitCycles)); | |
} | |
UpdateAnchor(); | |
updateAnchorRoutine = null; | |
} | |
void UpdateAnchor() { | |
switch(anchorType) { | |
case AnchorType.BottomLeft: | |
SetAnchor(ViewportHandler.Instance.BottomLeft); | |
break; | |
case AnchorType.BottomCenter: | |
SetAnchor(ViewportHandler.Instance.BottomCenter); | |
break; | |
case AnchorType.BottomRight: | |
SetAnchor(ViewportHandler.Instance.BottomRight); | |
break; | |
case AnchorType.MiddleLeft: | |
SetAnchor(ViewportHandler.Instance.MiddleLeft); | |
break; | |
case AnchorType.MiddleCenter: | |
SetAnchor(ViewportHandler.Instance.MiddleCenter); | |
break; | |
case AnchorType.MiddleRight: | |
SetAnchor(ViewportHandler.Instance.MiddleRight); | |
break; | |
case AnchorType.TopLeft: | |
SetAnchor(ViewportHandler.Instance.TopLeft); | |
break; | |
case AnchorType.TopCenter: | |
SetAnchor(ViewportHandler.Instance.TopCenter); | |
break; | |
case AnchorType.TopRight: | |
SetAnchor(ViewportHandler.Instance.TopRight); | |
break; | |
} | |
} | |
void SetAnchor(Vector3 anchor) { | |
Vector3 newPos = anchor + anchorOffset; | |
if (!transform.position.Equals(newPos)) { | |
transform.position = newPos; | |
} | |
} | |
#if UNITY_EDITOR | |
// Update is called once per frame | |
void Update () { | |
if (updateAnchorRoutine == null) { | |
updateAnchorRoutine = UpdateAnchorAsync(); | |
StartCoroutine(updateAnchorRoutine); | |
} | |
} | |
#endif | |
} |
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The MIT License (MIT) | |
Copyright (c) 2014, Eliot Lash | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. |
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// Attach this script on your main ortohgraphic camera: | |
/* The MIT License (MIT) | |
Copyright (c) 2014, Marcel Căşvan | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. */ | |
using System; | |
using System.Collections; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
[RequireComponent (typeof (Camera))] | |
public class ViewportHandler : MonoBehaviour | |
{ | |
#region FIELDS | |
public Color wireColor = Color.white; | |
public float UnitsSize = 1; // size of your scene in unity units | |
public Constraint constraint = Constraint.Portrait; | |
public static ViewportHandler Instance; | |
public new Camera camera; | |
private float _width; | |
private float _height; | |
//*** bottom screen | |
private Vector3 _bl; | |
private Vector3 _bc; | |
private Vector3 _br; | |
//*** middle screen | |
private Vector3 _ml; | |
private Vector3 _mc; | |
private Vector3 _mr; | |
//*** top screen | |
private Vector3 _tl; | |
private Vector3 _tc; | |
private Vector3 _tr; | |
#endregion | |
#region PROPERTIES | |
public float Width { | |
get { | |
return _width; | |
} | |
} | |
public float Height { | |
get { | |
return _height; | |
} | |
} | |
// helper points: | |
public Vector3 BottomLeft { | |
get { | |
return _bl; | |
} | |
} | |
public Vector3 BottomCenter { | |
get { | |
return _bc; | |
} | |
} | |
public Vector3 BottomRight { | |
get { | |
return _br; | |
} | |
} | |
public Vector3 MiddleLeft { | |
get { | |
return _ml; | |
} | |
} | |
public Vector3 MiddleCenter { | |
get { | |
return _mc; | |
} | |
} | |
public Vector3 MiddleRight { | |
get { | |
return _mr; | |
} | |
} | |
public Vector3 TopLeft { | |
get { | |
return _tl; | |
} | |
} | |
public Vector3 TopCenter { | |
get { | |
return _tc; | |
} | |
} | |
public Vector3 TopRight { | |
get { | |
return _tr; | |
} | |
} | |
#endregion | |
#region METHODS | |
private void Awake() | |
{ | |
camera = GetComponent<Camera>(); | |
Instance = this; | |
ComputeResolution(); | |
} | |
private void ComputeResolution() | |
{ | |
float leftX, rightX, topY, bottomY; | |
if(constraint == Constraint.Landscape){ | |
camera.orthographicSize = 1f / camera.aspect * UnitsSize / 2f; | |
}else{ | |
camera.orthographicSize = UnitsSize / 2f; | |
} | |
_height = 2f * camera.orthographicSize; | |
_width = _height * camera.aspect; | |
float cameraX, cameraY; | |
cameraX = camera.transform.position.x; | |
cameraY = camera.transform.position.y; | |
leftX = cameraX - _width / 2; | |
rightX = cameraX + _width / 2; | |
topY = cameraY + _height / 2; | |
bottomY = cameraY - _height / 2; | |
//*** bottom | |
_bl = new Vector3(leftX, bottomY, 0); | |
_bc = new Vector3(cameraX, bottomY, 0); | |
_br = new Vector3(rightX, bottomY, 0); | |
//*** middle | |
_ml = new Vector3(leftX, cameraY, 0); | |
_mc = new Vector3(cameraX, cameraY, 0); | |
_mr = new Vector3(rightX, cameraY, 0); | |
//*** top | |
_tl = new Vector3(leftX, topY, 0); | |
_tc = new Vector3(cameraX, topY , 0); | |
_tr = new Vector3(rightX, topY, 0); | |
} | |
private void Update() | |
{ | |
#if UNITY_EDITOR | |
ComputeResolution(); | |
#endif | |
} | |
void OnDrawGizmos() { | |
Gizmos.color = wireColor; | |
Matrix4x4 temp = Gizmos.matrix; | |
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one); | |
if (camera.orthographic) { | |
float spread = camera.farClipPlane - camera.nearClipPlane; | |
float center = (camera.farClipPlane + camera.nearClipPlane)*0.5f; | |
Gizmos.DrawWireCube(new Vector3(0,0,center), new Vector3(camera.orthographicSize*2*camera.aspect, camera.orthographicSize*2, spread)); | |
} else { | |
Gizmos.DrawFrustum(Vector3.zero, camera.fieldOfView, camera.farClipPlane, camera.nearClipPlane, camera.aspect); | |
} | |
Gizmos.matrix = temp; | |
} | |
#endregion | |
public enum Constraint { Landscape, Portrait } | |
} |
Hi~ will this work even if my camera is set to perspective?
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This is not a stand-alone script, it needs the CameraFit script from here to work as mentioned in the file header: http://gamedev.stackexchange.com/a/89973/50623
EDIT: I see that the author changed the name of the class. A lot of people have been confused by this so i'll rename it here and copy that file into this gist.