unity實現車方向盤轉動效果
阿新 • • 發佈:2020-04-20
本文例項為大家分享了unity實現車方向盤轉動效果的具體程式碼,供大家參考,具體內容如下
效果:
C#指令碼如下:
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class NewBehaviourScript : MonoBehaviour,IDragHandler,IBeginDragHandler,IEndDragHandler { /// <summary> /// 需要旋轉的模型 /// </summary> public Transform model; /// <summary> /// 父物體的recttransform /// </summary> public RectTransform parentRect; /// <summary> /// 旋轉的UI /// </summary> public RectTransform img; /// <summary> /// 攝像機 /// </summary> public Camera cam; /// <summary> /// 是否在拖拽 /// </summary> private bool drag = false; /// <summary> /// 初始角度 /// </summary> private float originAngle = 0; /// <summary> /// 自身角度 /// </summary> private float selfAngle1 = 0; /// <summary> /// 上一次和當前的角度 /// </summary> private float lastAngle = 0f; private float currentAngle = 0f; /// <summary> /// 上一次和當前的位置 /// </summary> private Vector2 currentPos; private Vector2 lastPos; public void OnBeginDrag(PointerEventData eventData) { drag = true; originAngle = GetAngle(eventData.position); selfAngle1 = (img.transform as RectTransform).eulerAngles.z; } public void OnDrag(PointerEventData eventData) { if (drag) { lastAngle = currentAngle; currentAngle = GetAngle(eventData.position); float val = TouchJudge(currentPos,ref lastPos,Vector2.zero); if (val > 0f && val <180f) { img.eulerAngles = new Vector3(0f,0f,-currentAngle + originAngle + selfAngle1); model.eulerAngles = new Vector3(0f,-currentAngle + originAngle + selfAngle1); } } } public void OnEndDrag(PointerEventData eventData) { drag = false; } /// <summary> /// 將螢幕座標轉成UI座標 /// </summary> /// <param name="pos1"></param> /// <returns></returns> float GetAngle(Vector2 pos1) { Vector2 pos; RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRect,pos1,cam,out pos); currentPos = pos; return Mathf.Atan2(pos.x,pos.y) * Mathf.Rad2Deg; } /// <summary> /// 判斷順時針還是逆時針旋轉 /// </summary> /// <param name="current"></param> /// <param name="last"></param> /// <param name="anchor"></param> /// <returns></returns> private float TouchJudge(Vector2 current,ref Vector2 last,Vector2 anchor) { Vector2 lastDir = (last - anchor).normalized; Vector2 currentDir = (current - anchor).normalized; float lastDot = Vector2.Dot(Vector2.right,lastDir); float currentDot = Vector2.Dot(Vector2.right,currentDir); float lastAngle = last.y < anchor.y ? Mathf.Acos(lastDot) * Mathf.Rad2Deg : -Mathf.Acos(lastDot) * Mathf.Rad2Deg; float currentAngle = current.y < anchor.y ? Mathf.Acos(currentDot) * Mathf.Rad2Deg : -Mathf.Acos(currentDot) * Mathf.Rad2Deg; last = current; return currentAngle - lastAngle; } }
canvas設定如下:
指令碼賦值如下:
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。