This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear.
var arrow : Texture;
var cam : Camera;
var dim : int = 30;
function OnGUI() {
var objects = GameObject.FindGameObjectsWithTag("Enemy");
for(var ob : GameObject in objects) {
var pos = cam.WorldToViewportPoint(ob.transform.position);
if(gameObject.GetComponent(FollowCamera).target != null){
var tar = gameObject.GetComponent(FollowCamera).target.parent;
}
if(pos.z>1 && ob.transform != tar){
var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2);
var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2);
var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180;
if(xDiff>0) angle += 180;
var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff);
var slope = yDiff/xDiff;
var camSlope = cam.pixelHeight/cam.pixelWidth;
var theX = -1000.0;
var theY = -1000.0;
var mult = 0;
var temp;
if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){
//touching right
if(slope<camSlope && slope>-camSlope) {
if(xDiff>(cam.pixelWidth/2)) {
theX = cam.pixelWidth - (dim/2);
mult = -1;
}else if(xDiff<-(cam.pixelWidth/2)) {
theX = (dim/2);
mult = 1;
}
temp = ((cam.pixelWidth/2)*yDiff)/xDiff;
theY =(cam.pixelHeight/2)+(mult*temp);
} else{
if(yDiff>(cam.pixelHeight/2)) {
theY = (dim/2);
mult = 1;
}else if(yDiff<-(cam.pixelHeight/2)) {
theY = cam.pixelHeight - (dim/2);
mult = -1;
}
temp = ((cam.pixelHeight/2)*xDiff)/yDiff;
theX =(cam.pixelWidth/2)+(mult*temp);
}
} else {
angle = -90;
theX = (cam.pixelWidth/2)+xDiff;
theY = (cam.pixelHeight/2)-yDiff-dim;
}
GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY));
Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null);
GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY));
}
}
}