限制角色在相机范围内

	
	private float screenEdgeHorizontal = 80f; //the distance between the player and the horizontal edge of the screen  80
	private float screenEdgeVertical = 18f; //the distance between the player and the vertical edge of the screen

//keep the player within camera view
	void KeepPlayerInCameraView(){
		Vector2 playerPosScreen = Camera.main.WorldToScreenPoint(transform.position);

        if (playerPosScreen.x + screenEdgeHorizontal > Screen.width && (playerPosScreen.y - screenEdgeVertical < 0)){//右下
			transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width-screenEdgeHorizontal, screenEdgeVertical, transform.position.z - Camera.main.transform.position.z));
        } else if(playerPosScreen.x + screenEdgeHorizontal > Screen.width){//右
			transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width-screenEdgeHorizontal, playerPosScreen.y, transform.position.z - Camera.main.transform.position.z));

		} else if(playerPosScreen.x - screenEdgeHorizontal < 0f && (playerPosScreen.y - screenEdgeVertical < 0)){//左下
			transform.position = Camera.main.ScreenToWorldPoint( new Vector3(screenEdgeHorizontal, screenEdgeVertical, transform.position.z - Camera.main.transform.position.z));

		} else if(playerPosScreen.x - screenEdgeHorizontal < 0f){//左
			transform.position = Camera.main.ScreenToWorldPoint( new Vector3(screenEdgeHorizontal, playerPosScreen.y, transform.position.z - Camera.main.transform.position.z));

		} else if(playerPosScreen.y - screenEdgeVertical < 0){//下
			transform.position = Camera.main.ScreenToWorldPoint(new Vector3(playerPosScreen.x, screenEdgeVertical, transform.position.z - Camera.main.transform.position.z));
		}
	}

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转载自blog.csdn.net/a1047120490/article/details/74495181