public void GetWorldCorners (Vector3[] fourCornersArray);

Parameters

fourCornersArray The ray that corners are filled into.

Description

获取计算的矩形在世界空间中的各个角。

Each corner provides it's 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 left. Note that bottom left, for example, is an (x, y, z) vector with x being left and y being bottom.

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