Ngui Blood Bar making, when the character does not remove the screen after the actual blood bar, optimize the code

Source: Internet
Author: User

Using unityengine;using system.collections;///<summary>///script function: NGUI blood bar realization//Knowledge points: ngui,3d coordinates to 2D coordinate conversion// Created: June 29, 2015///Add object: Added to player///</summary>public class hp_2:monobehaviour{//player transform player;// The uipublic of the blood bar Transform the hp_ui;//character (used to fix the position of the blood bar, this empty object is the child of the character) Transform head;//the distance between the main camera and the blood bar float distance;// The Blood bar UI is visible (not visible when the character moves to the outside of the screen) bool Uiiscansee = true;//When the object that mounts the script can be seen in the scene, void Onbecamevisible () {Uiiscansee = true;} void Onbecameinvisible () {Uiiscansee = False when the object on which the script is mounted is not visible in the scene) void Start () {//Gets the player that mounts this script transformplayer = gameobject.transform.getcomponent<transform> ();// Locate the empty object head of the player's head = Player.find ("target"), or calculate the distance between the overhead object and the main camera Distance = Vector3.distance (Head.position, Camera.main.transform.position);} void Update () {///If the player is in sight of the camera, the Blood Bar if (uiiscansee) {Hp_UI.gameObject.SetActive (true) is displayed;} else {Hp_ UI.gameObject.SetActive (false);} Calculates the scale of float newdistance = distance/vector3.distance (head.position, Camera.main.transform.position);//Blood Bar UIcoordinates, which are converted from the coordinates of an empty object above the person's head hp_ui.position = Worldpointtouipoint (head.position);//The scale of the blood bar UI Hp_ui.localscale = Vector3.one * Newdistance;if (Input.getkey (KEYCODE.W)) {gameObject.transform.Translate (vector3.forward);} if (Input.getkey (Keycode.a)) {gameObject.transform.Translate (vector3.left);} if (Input.getkey (KEYCODE.S)) {gameObject.transform.Translate (vector3.back);} if (Input.getkey (KEYCODE.D)) {gameObject.transform.Translate (vector3.right);}} The 3D coordinate of the object in the main camera---the 3D coordinate of the >ui camera public static Vector3 Worldpointtouipoint (Vector3 point) {// The 3D coordinate of the object in the main camera is converted to the 2D coordinate of the main camera Vector3 main_point_2d = Camera.main.WorldToScreenPoint (point);// The 2D coordinates of the object in the main camera are converted to the 3D coordinates of the UI camera Vector3 ui_point_3d = UICamera.mainCamera.ScreenToWorldPoint (main_point_2d);// Object coordinates on the UI do not involve Z-axes, so set to 0ui_point_3d.z = 0;return ui_point_3d;}}

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Ngui Blood Bar making, when the character does not remove the screen after the actual blood bar, optimize the code

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