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45 lines
1.5 KiB
C#

using UnityEngine;
namespace WebGLSupport.Detail
{
public static class Support
{
/// <summary>
/// 画面内の描画範囲を取得する
/// </summary>
/// <param name="uiElement"></param>
/// <returns></returns>
public static Rect GetScreenCoordinates(RectTransform uiElement)
{
var worldCorners = new Vector3[4];
uiElement.GetWorldCorners(worldCorners);
// try to support RenderMode:WorldSpace
var canvas = uiElement.GetComponentInParent<Canvas>();
var useCamera = (canvas.renderMode != RenderMode.ScreenSpaceOverlay);
if (canvas && useCamera)
{
var camera = canvas.worldCamera;
if (!camera) camera = Camera.main;
for (var i = 0; i < worldCorners.Length; i++)
{
worldCorners[i] = camera.WorldToScreenPoint(worldCorners[i]);
}
}
var min = new Vector3(float.MaxValue, float.MaxValue);
var max = new Vector3(float.MinValue, float.MinValue);
for (var i = 0; i < worldCorners.Length; i++)
{
min.x = Mathf.Min(min.x, worldCorners[i].x);
min.y = Mathf.Min(min.y, worldCorners[i].y);
max.x = Mathf.Max(max.x, worldCorners[i].x);
max.y = Mathf.Max(max.y, worldCorners[i].y);
}
return new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
}
}
}