using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestAngle : MonoBehaviour
{
public RectTransform p1;
public RectTransform p2;
void Start()
{
}
Vector3 V3;
void Update()
{
V3.Set(0, 0, GetUnityDirection(p1.anchoredPosition, p2.anchoredPosition) - 90);
p2.localEulerAngles = V3;
}
Vector2 p;
/// <summary>
/// 两个点的角度
/// 0°正右
/// 90°正上
/// -90°正下
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <returns></returns>
public float PointToAngle(Vector2 p1, Vector2 p2)
{
p.x = p2.x - p1.x;
p.y = p2.y - p1.y;
return Mathf.Atan2(p.y, p.x) * 180 / Mathf.PI;
}
/// <summary>
/// -180-180 转为 0-360
/// </summary>
/// <param name="angle"></param>
/// <returns></returns>
public float Angle180To360(float angle)
{
if (angle >= 0 && angle <= 180)
return angle;
else
return 360 + angle;
}
/// <summary>
/// 返回Unity的角度
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <returns></returns>
public float GetUnityDirection(Vector2 p1, Vector2 p2)
{
float angle = Angle180To360(PointToAngle(p1, p2));
float temp = 360 * 0.125f;//分为8个方向
float dir = 0;
for (int i = 0; i < 8; i++)
{
if (angle >= (i * temp) - (temp * 0.5f) && angle < (i * temp) + (temp * 0.5f))
{
dir = i * temp;
break;
}
}
return dir;
}
}
Unity 计算角度和方向
最新推荐文章于 2024-03-08 16:23:27 发布