unity實現車方向盤轉動效果
阿新 • • 發佈:2019-01-21
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, 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: