Unity UI拖拽旋转 Unity UI实现拖拽旋转
ᴸᴵᴬᴺ 人气:1想了解Unity UI实现拖拽旋转的相关内容吗,ᴸᴵᴬᴺᴳᴬᴬ在本文为您仔细讲解Unity UI拖拽旋转的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:Unity,UI,拖拽,旋转,下面大家一起来学习吧。
跟随鼠标旋转
第一种效果是跟随鼠标旋转,原理是计算下鼠标位置与拖拽物体的相对位移
旋转方向即可
注意转换对应空间坐标
新建脚本mono类继承 IBeginDragHandler, IDragHandler, IEndDragHandler 接口
[SerializeField] private Canvas m_Canvas; private Vector3? CalculateWorldToScreenPos(Vector3 worldPos) { if (m_Canvas.renderMode == RenderMode.ScreenSpaceCamera) { return m_Canvas.worldCamera.WorldToScreenPoint(worldPos); } else if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay) { Vector3 screenPos = m_Canvas.transform.InverseTransformPoint(worldPos); var rectTrans = m_Canvas.transform as RectTransform; screenPos.x += rectTrans.rect.width * 0.5f * rectTrans.localScale.x; screenPos.y += rectTrans.rect.height * 0.5f * rectTrans.localScale.y; return screenPos; } return null; } public void OnDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; //计算当前物体距离画布左下角位置 Vector3? curScreenPos = CalculateWorldToScreenPos(transform.position); if (curScreenPos == null) return; //鼠标位置偏移量 Vector2 offset = eventData.position - (Vector2)curScreenPos.Value; if (offset != Vector2.zero) { transform.rotation = Quaternion.FromToRotation(Vector3.up, offset); } }
设置下箭头锚点
效果如下:
手指拖拽旋转
第二种是根据旋转速度来旋转UI 可以实现一些齿轮交互滚动和车把方向盘交互滚动
//旋转速度 [SerializeField] private float m_RotateSpeed; public void OnDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; //手指滑动偏移量 Vector2 mouseXY = eventData.delta; mouseXY *= m_RotateSpeed; //计算当前物体距离画布左下角位置 Vector3? curScreenPos = CalculateWorldToScreenPos(transform.position); if (curScreenPos == null) return; //手指位置偏移量 Vector2 offset = eventData.position - (Vector2)curScreenPos.Value; float value; if (Mathf.Abs(mouseXY.x) > Mathf.Abs(mouseXY.y)) // 判断水平滑动还是垂直滑动 { //手指往水平滑动 下面旋转跟随偏移参数 上面与偏移参数相反 value = mouseXY.x * Mathf.Sign(-offset.y); } else { //手指垂直滑动 右边跟随偏移参数 左边与偏移参数相反 value = mouseXY.y * Mathf.Sign(offset.x); } transform.Rotate(Vector3.forward, value, Space.Self); }
效果如下:
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