using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LimitGyroscope : MonoBehaviour {
public GameObject gyroscopeGo; //自动旋转的物体
private Vector3 gyroscopeRotation;
private Vector3 selfEulerAngles;
void Update()
{
gyroscopeRotation = gyroscopeGo.transform.rotation.eulerAngles;
print("传入欧拉角" + gyroscopeRotation + " _自身欧拉角:" + transform.eulerAngles);
// this.transform.eulerAngles = new Vector3(gyroscopeRotation.x, gyroscopeRotation.y, 0);
if (gyroscopeRotation.x < 360 && gyroscopeRotation.x > 270)
{
print("限制1");
if (gyroscopeRotation.y < 140)
{
transform.eulerAngles = new Vector3(0, 140, 0);
}
else if (gyroscopeRotation.y > 220)
{
transform.eulerAngles = new Vector3(0, 220, 0);
}
else
{
this.transform.eulerAngles = new Vector3(0, gyroscopeRotation.y, 0);
}
}
else if (gyroscopeRotation.x >= 50 && gyroscopeRotation.x < 330)
{
if (gyroscopeRotation.y < 140)
{
transform.eulerAngles = new Vector3(50, 140, 0);
}
else if
(gyroscopeRotation.y > 220)
{
transform.eulerAngles = new Vector3(50, 220, 0);
}
else
{
this.transform.eulerAngles = new Vector3(50, gyroscopeRotation.y, 0);
}
print("限制2");
}
else
{
if (gyroscopeRotation.y < 140)
{
transform.eulerAngles = new Vector3(gyroscopeRotation.x, 140, 0);
}
else if
(gyroscopeRotation.y > 220)
{
transform.eulerAngles = new Vector3(gyroscopeRotation.x, 220, 0);
}
else
{
this.transform.eulerAngles = new Vector3(gyroscopeRotation.x, gyroscopeRotation.y, 0);
}
}
//if (gyroscopeRotation.x < 330 && gyroscopeRotation.x > 270)
//{
// this.transform.eulerAngles = new Vector3(-30, gyroscopeRotation.y, 0);
//}
//else if (gyroscopeRotation.x >= 30 && gyroscopeRotation.x < 330)
//{
// this.transform.eulerAngles = new Vector3(30, gyroscopeRotation.y, 0);
//}
//else
//{
// this.transform.eulerAngles = new Vector3(gyroscopeRotation.x, gyroscopeRotation.y, 0);
//}
}
}
限制旋转物体的欧拉角
最新推荐文章于 2021-09-11 10:12:48 发布