using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
///
/// 用于TopDown的Transform,支持模拟垂直高度
///
[ExecuteInEditMode]
[RequireComponent(typeof(Transform))]
public class TopDownTransform : MonoBehaviour
{
// 右手系
// z
// |
// | /y
// | /
// |/______x
// x, y, z ( z = height)
[SerializeField] private Vector3 m_LocalPosition;
// 只能绕一个虚拟轴旋转
[SerializeField] private float m_LocalRotation;
// x, z
//[SerializeField] private Vector2 m_LocalScale;
public Vector3 position
{
get
{
return m_LocalPosition;
}
set
{
m_LocalPosition = value;
Project();
}
}
public float x
{
get
{
return m_LocalPosition.x;
}
set
{
m_LocalPosition.x = value;
Project();
}
}
public float y
{
get
{
return m_LocalPosition.y;
}
set
{
m_LocalPosition.y = value;
Project();
}
}
public float z
{
get
{
return m_LocalPosition.z;
}
set
{
m_LocalPosition.z = value;
Project();
}
}
public float height
{
get
{
return z;
}
set
{
z = value;
}
}
// 地表坐标(Topdown空间)
public Vector3 positionOnGround
{
set
{
Vector3 pos = position;
pos.x = value.x;
pos.y = value.y;
position = pos;
Project();
}
get
{
Vector3 pos = position;
pos.z = 0;
return pos;
}
}
///
/// “投影”,把坐标转换到Transform上
///
public void Project()
{
Vector3 pos = transform.localPosition;
pos.x = m_LocalPosition.x;
pos.y = m_LocalPosition.y + m_LocalPosition.z;
transform.localPosition = pos;
}
private void Start()
{
SpriteRenderer sr = GetComponent();
if (sr)
{
gameObject.AddOrGetComponent();
gameObject.AddOrGetComponent();
}
}
private void Update()
{
Project();
}
#region 转换到3D笛卡尔空间
public Vector3 Get3DPosition()
{
Vector3 pos = new Vector3();
pos.x = m_LocalPosition.x;
pos.y = m_LocalPosition.y + m_LocalPosition.z;
pos.z = transform.localPosition.z;
return pos;
}
///
/// 注意是在3D空间下
///
///
public Vector3 GetGround3DPosition()
{
Vector3 pos = new Vector3();
pos.x = m_LocalPosition.x;
pos.y = m_LocalPosition.y ;
pos.z = transform.localPosition.z;
return pos;
}
#endregion
#if UNITY_EDITOR
private void OnDrawGizmos()
{
// dash line
Vector3 start = transform.position;
Vector3 end = start - new Vector3(0, m_LocalPosition.z, 0);
Handles.DrawDottedLine(start, end, 1f);
Handles.DrawWireCube(end, new Vector3(0.1f, 0.1f, 0f));
}
#endif
}