标签:alt transform spl 部分 ++ cti sha inter wak
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class CircleScroll : MonoBehaviour, IDragHandler, IEndDragHandler { public float speed = 0.1f; public List<CircleScrollItem> items; private bool limitAngle; private bool direction; private int heroMin; private int heroMax; private float angle_Min; private float _angle_Max; private float angle_Max { get { return _angle_Max; } set { _angle_Max = value; if (_angle_Max == 0) { limitAngle = false; } else { limitAngle = true; heroMin = 1; heroMax = Convert.ToInt32(_angle_Max / stepValue); } } } private Transform target; //轮盘 private int share = 12; //总共多少块 private float stepValue; //块的大小 private int currentPosition = 1; private Action<int> callBack; private void Awake() { if (target == null) { target = transform; } stepValue = 360 / share; } public void StartUp(int share, float angle, Action<int> callBack) { this.share = share; this.callBack = callBack; stepValue = 360 / share; angle_Max = angle; } public void OnDrag(PointerEventData eventData) { direction = eventData.delta.y >= 0; if (AngleLimit()) { RotateTarget(eventData.delta.y); for (int i = 0; i < items.Count; i++) { items[i].OnDrag(-Vector3.forward * eventData.delta.y * speed); } } } public void OnEndDrag(PointerEventData eventData) { float stepAngle = 0; float currentAngle = FormatAngle(target.transform.localRotation.eulerAngles.z); for (int i = 0; i < share; i++) { stepAngle += stepValue; if (stepAngle > currentAngle) { currentPosition = i + 1; break; } } if (currentPosition > heroMax) { if (direction) currentPosition = heroMax; else currentPosition = heroMin; } if (callBack != null) { callBack(currentPosition); } } private void RotateTarget(float touchSpeed) { target.Rotate(Vector3.forward * touchSpeed * speed); } private float FormatAngle(float angle) { if (angle >= 360) { angle = angle % 360; } else if (angle <= 0) { angle = 360 + angle; } else { angle = Math.Abs(angle); } return angle; } private float FormatAngle_Half(float angle) { if (angle >= 180) { angle -= 360; } return angle; } private bool AngleLimit() { if (!limitAngle) { return true; } else { float angle = FormatAngle_Half(target.transform.localRotation.eulerAngles.z); if (angle <= angle_Min && !direction || angle >= angle_Max && direction) { return false; } else { return true; } } } }
using UnityEngine; public class CircleScrollItem : MonoBehaviour { public void OnDrag(Vector3 angle) { transform.Rotate(angle); } }
目前有两部分呢组成,一个是展示圆盘,另一个是展示物品Item
标签:alt transform spl 部分 ++ cti sha inter wak
原文地址:https://www.cnblogs.com/Joke-crazy/p/9238088.html