3D轮转图

 public GameObject prefab;
    public float w = 1;
    public int n = 5;
    public float spacing=1;
    float c;
    float r;
    float ang;
    public float dis;
    public float cutSpeed=0.1f;
    List<GameObject> list = new List<GameObject>();
    List<Transform> sorts = new List<Transform>();
    // Start is called before the first frame update
    void Start()
    {
        c = (w + spacing) * n;
        r = c / (2 * Mathf.PI);
        ang = 2 * Mathf.PI / n;
        Move();
    }
    public void Move()
    {
        float moveang = dis / r;
        for (int i = 0; i < n; i++)
        {
            if(list.Count<=i)
            {
                list.Add(Instantiate(prefab));
                list[i].AddComponent<PrefabDtop>().chart = this;
                sorts.Add(list[i].transform);
            }
            float x = Mathf.Sin(i * ang + moveang) * r;
            float z = Mathf.Cos
                (i * ang + moveang) * r;
            list[i].transform.position = new Vector3(x, 0, z);
        }
    }
    public void Inertia(float endSpeed)
    {
        float time = Mathf.Abs(endSpeed / cutSpeed);
        DOTween.To((float speed) =>
        {
            dis -= speed;
            Move();
        }, endSpeed, 0, time).OnComplete(()=> 
        {
            Aling();
        });
    }
    public void Aling()
    {
        sorts.Sort((a,b)=>
        {
            if(a.position.z<b.position.z)
            {
                return -1;
            }
            else if(a.position.z==b.position.z)
            {
                return 0;
            }
            else
            {
                return 1;
            }
        });
        float moveang = Mathf.Asin(sorts[0].position.x / r);
        float movedis = moveang * r;
        float time = Mathf.Abs(movedis / cutSpeed);
        DOTween.To((float enddis) =>
        {
            dis = enddis;
            Move();
        },dis,dis+movedis,time);
    }
}

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