fourCornersArray | 将各个角填充到其中的数组。 |
获取计算的矩形在世界空间中的各个角。
每个角都提供其世界空间值。4 个顶点的
返回数组是顺时针的。它从左下开始,旋转到左上,
然后到右上,最后到右下。请注意,左下(举例
而言)是一个 (x, y, z) 矢量,其中 x 是左,y 是下。
**注意**:如果 RectTransform 在 Z 中旋转,则 GetWorldCorners 的尺寸
会更改。
using UnityEngine;
// GetWorldCorners(): // Access the RectTransform and read the vertices // that define the location and size of the // object.
public class ExampleClass : MonoBehaviour { RectTransform rt;
void Start() { rt = GetComponent<RectTransform>(); DisplayWorldCorners(); }
void DisplayWorldCorners() { Vector3[] v = new Vector3[4]; rt.GetWorldCorners(v);
Debug.Log("World Corners"); for (var i = 0; i < 4; i++) { Debug.Log("World Corner " + i + " : " + v[i]); } } }
另请参阅:GetLocalCorners。
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