概述
本文实例为大家分享了unity实现车方向盘转动效果的具体代码,供大家参考,具体内容如下
效果:
C#脚本如下:
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class NewBehaviourScript : MonoBehaviour, IDragHandler,IBeginDragHandler,IEndDragHandler { /// <summary> /// 需要旋转的模型 /// </summary> public Transform model; /// <summary> /// 父物体的recttransform /// </summary> public RectTransform parentRect; /// <summary> /// 旋转的UI /// </summary> public RectTransform img; /// <summary> /// 摄像机 /// </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> /// 上一次和当前的角度 /// </summary> private float lastAngle = 0f; private float currentAngle = 0f; /// <summary> /// 上一次和当前的位置 /// </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> /// 将屏幕坐标转成UI坐标 /// </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> /// 判断顺时针还是逆时针旋转 /// </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设置如下:
脚本赋值如下:
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最后
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