Version: 2018.1
public void GetWorldCorners (Vector3[] fourCornersArray);

パラメーター

fourCornersArrayThe array that corners are filled into.

説明

ワールドスペースで計算された長方形の角を取得します。

Each corner provides its world space value. The returned array of 4 vertices is clockwise. It starts bottom left and rotates to top left, then top right, and finally bottom right. Note that bottom left, for example, is an (x, y, z) vector with x being left and y being bottom.

Note: If the RectTransform is rotated in Z then the dimensions of the GetWorldCorners will be changed.

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]); } } }

See Also: GetLocalCorners.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961