unity實現方向盤轉動效果
本文實例為大傢分享瞭unity實現方向盤轉動效果的具體代碼,供大傢參考,具體內容如下
效果
手指或鼠標拖動方向盤旋轉,有角度限制,松手後自動回轉。
代碼
將代碼添加到方向盤Image上。
註意需要賦值Canvas。
using UnityEngine; using UnityEngine.EventSystems; public class SteeringWheel : MonoBehaviour,IDragHandler,IEndDragHandler { public Canvas CanvasRoot;//需要指定畫佈 private RectTransform m_RectTransform;//坐標 private bool m_IsFirst = true; //用於記錄第一幀按下鼠標時鼠標的位置,便於計算 private Vector3 m_CurrentPos; //記錄當前幀鼠標所在位置 private bool m_IsClockwise; //是否順時針 private float m_RoundValue = 0; //記錄總的旋轉角度 用這個數值來控制一圈半 private bool m_IsTuringSteeringWheel; //是否在轉方向盤 用這個判斷復位 public void OnDrag(PointerEventData eventData) { m_IsTuringSteeringWheel = true; Vector2 pos; if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_RectTransform, Input.mousePosition, CanvasRoot.worldCamera, out pos)) //獲取鼠標點擊位置 { 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(pos.x, pos.y, 0); //計算後鼠標以方向盤圓心為坐標原點的坐標位置 if (m_IsFirst) { m_CurrentPos = pos3; m_IsFirst = false; } Vector3 currentPos = Vector3.Cross(pos3, m_CurrentPos); //計算當前幀和上一幀手指位置 用於判斷旋轉方向 if (currentPos.z > 0) { m_IsClockwise = true; } else if (currentPos.z < 0) { m_IsClockwise = false; } if (m_CurrentPos != pos3) //范圍內讓方向盤隨著手指轉動 { 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) //復位 { if (m_RoundValue >= 0) { m_RoundValue -= 8f; //復位速度 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)); } } } }
以上就是本文的全部內容,希望對大傢的學習有所幫助,也希望大傢多多支持WalkonNet。
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