unity实现方向盘转动效果
本文实例为大家分享了unity实现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
手指或鼠标拖动方向盘旋转,有角度限制,松手后自动回转。
代码
将代码添加到方向盘Image上。
注意需要赋值Canvas。
using UnityEngine; using UnityEngine.EventSystems; public class SteeringWheel : MonoBehaviour,IDragHandler,IEndDragHandler { public Canvas CanvasRoot;//需要指定画布 private RectTransform m_RectTransform;//坐标 private bool m_IsFirst = true; //用于记录第一帧按下鼠标时鼠标的位置,便于计算 private Vector3 m_CurrentPos; //记录当前帧鼠标所在位置 private bool m_IsClockwise; //是否顺时针 private float m_RoundValue = 0; //记录总的旋转角度 用这个数值来控制一圈半 private bool m_IsTuringSteeringWheel; //是否在转方向盘 用这个判断复位 public void OnDrag(PointerEventData eventData) { m_IsTuringSteeringWheel = true; Vector2 pos; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_RectTransform, Input.mousePosition, CanvasRoot.worldCamera, out pos)) //获取鼠标点击位置 { pos.x = pos.x + (Screen.width / 2) - GetComponent<RectTransform>().position.x; pos.y = pos.y + (Screen.height / 2) - GetComponent<RectTransform>().position.y; Vector3 pos3 = new Vector3(【文章出处:国内服务器】pos.x, pos.y, 0); //计算后鼠标以方向盘圆心为坐标原点的坐标位置 if (m_IsFirst) { m_CurrentPos = pos3; m_IsFirst = false; } Vector3 currentPos = Vector3.Cross(pos3, m_CurrentPos); //计算当前帧和上一帧手指位置 用于判断旋转方向 if (currentPos.z > 0) { m_IsClockwise = true; } else if (currentPos.z < 0) { m_IsClockwise = false; } if (m_CurrentPos != pos3) //范围内让方向盘随着手指转动 { if (m_IsClockwise) { if (m_RoundValue <= 180) { m_RoundValue += Vector3.Angle(m_CurrentPos, pos3); transform.Rotate(new Vector3(0, 0, -Vector3.Angle(m_CurrentPos, pos3))); } } else { if (m_RoundValue >= -180) { m_RoundValue -= Vector3.Angle(m_CurrentPos, pos3); transform.Rotate(new Vector3(0, 0, Vector3.Angle(m_CurrentPos, pos3))); } } } m_CurrentPos = pos3; } } public void OnEndDrag(PointerEventData eventData) { m_IsFirst = true; m_IsTuringSteeringWheel = false; } void Start() { CanvasRoot = GameObject.Find("Canvas").GetComponent<Canvas>(); m_RectTransform = CanvasRoot.transform as RectTransform; } void Update() { if (!m_IsTuringSteeringWheel && m_RoundValue != 0) //复位 { if (m_RoundValue >= 0) { m_RoundValue -= 8f; //复位速度 if (m_RoundValue < 0) m_RoundValue = 0; transform.rotation = Quaternion.Euler(new Vector3(0, 0, -m_RoundValue)); } else { m_RoundValue += 8f; if (m_RoundValue > 0) m_RoundValue = 0; transform.rotation = Quaternion.Euler(new Vector3(0, 0, -m_RoundValue)); } } } }
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