#So I am having another problem with UI
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Code not in embed.
using UnityEngine.UI;
public class Waypoints : MonoBehaviour
{
public Image MarkerImage; //The image to use
public Canvas HUD; //Our Canvas to set waypoint as child to so it actually shows on camera
public List<Image> Markers; //A list to hold markers
public List<GameObject> Targets; //A list to hold all targets
//Start removed due to word count, basically for all enemies we add a marker image.
void Update() //Yes this probably should be onGUI, but they pretty much do the same thing in this case.
{
foreach (GameObject T in Targets)
{
MarkerLocation(T, Targets.IndexOf(T)); //We send the Index of every marker to MarkerLocation function, yes this is not best practice but it works for proof of concept.
}
}
public void MarkerLocation(GameObject TargetLocation, int TargetListPos)
{
foreach (Image M in Markers)
{
if ( Markers.IndexOf(M) == TargetListPos) //We check to make sure both Index locations match in their lists, meaning we can have multiple markers.
{
Debug.Log("Target " + TargetListPos + " is at: " + TargetLocation.transform.position);
Debug.Log("Marker " + Markers.IndexOf(M) + " is at: " + Camera.main.WorldToScreenPoint(TargetLocation.transform.position));
M.transform.position = Camera.main.WorldToScreenPoint(TargetLocation.transform.position); //<<<<<<< HERE WE ATTEMPT TO SET THE MARKERS LOCATION TO TARGET LOCATION IN SCREEN SPACE.
}
}
}
}
Image highlighting issue (please note the marker is a place holder image)
Camera settings