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,IBeginDragHandler
{
public Canvas CanvasRoot;//需要指定画布
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(CanvasRoot.GetComponent<RectTransform>(),
#if !UNITY_EDITOR
Input.GetTouch(0).position,
#else
Input.mousePosition,
#endif
CanvasRoot.worldCamera, out pos)) //获取鼠标点击位置
{
Vector3 pos3 = new Vector3(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
pos3 = CanvasRoot.transform.TransformPoint(pos3); //转换为世界坐标
if (m_IsFirst)
{
m_CurrentPos = pos3;
m_IsFirst = false;
}
Vector3 currentPos = Vector3.Cross(pos3 - transform.position, m_CurrentPos - transform.position); //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 <= MAX_ANGLE)
{
m_RoundValue += Vector3.Angle(m_CurrentPos - transform.position, pos3 - transform.position) * speedMul;
transform.Rotate(new Vector3(0, 0, -Vector3.Angle(m_CurrentPos - transform.position, pos3 - transform.position)) * speedMul);
}
}
else
{
if (m_RoundValue >= -MAX_ANGLE)
{
m_RoundValue -= Vector3.Angle(m_CurrentPos - transform.position, pos3 - transform.position) * speedMul;
transform.Rotate(new Vector3(0, 0, Vector3.Angle(m_CurrentPos - transform.position, pos3 - transform.position)) * speedMul);
}
}
}
m_CurrentPos = pos3;
}
}
public void OnEndDrag(PointerEventData eventData)
{
m_IsFirst = true;
m_IsTuringSteeringWheel = false;
}
public void OnBeginDrag(PointerEventData eventData)
{
m_IsTuringSteeringWheel = true;
}
void Start()
{
CanvasRoot = GameObject.Find("Canvas").GetComponent<Canvas>();
}
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));
}
}
}
}