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unity實現車方向盤轉動效果

效果:
這裡寫圖片描述

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, 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:
這裡寫圖片描述

指令碼賦值如下:
這裡寫圖片描述