GTA武器菜单选择
简单实现这种效果
Demo的效果
以下是主要代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Menu : MonoBehaviour {
public Image[] items;
public Color nomorlColor;
public Color heightColor;
int oldItemIndex = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
int currentItemindex = GetItemIndex();
//设置高亮,并将其他item置回默认样式
if (oldItemIndex != currentItemindex)
{
items[currentItemindex].color = heightColor;
items[oldItemIndex].color = nomorlColor;
oldItemIndex = currentItemindex;
}
if (Input.GetMouseButtonDown(0))
{
//点击左键确认选择,这里未做处理
}
}
//根据角度获得当前鼠标所处的image数组的index
int GetItemIndex()
{
//V是鼠标相对屏幕大小以中心点原点的2维向量
Vector2 v = new Vector2(Input.mousePosition.x / Screen.width - 0.5f, Input.mousePosition.y / Screen.height - 0.5f);
//f是(相对屏幕大小以中心点原点的坐标系)(0,1)与v的角度
float f = Mathf.Atan2(v.x, v.y) * Mathf.Rad2Deg + 180;
//根据f返回index
return ((int)(f / (360/items.Length)));
}
}
指针跟随鼠标旋转
效果1
效果2
这里可以看到,旋转的中心不再局限于屏幕中心的位置了,而是可以以任意位置为中心进行旋转.
需要注意的是
Canvas需要设置为overlay模式,其他模式下实现方式需要大家自己研究,这里只能使用overlay模式
以下是主要代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RotateNeedle : MonoBehaviour {
public Transform center;
public Transform needle;
public Color heightColor;
private Color nomorlColor = Color.white;
private Image needleImg;
private bool isRotate = false;
void Start () {
needleImg = needle.GetComponent<Image>();
nomorlColor = needleImg.color;
}
void Update () {
if (Input.GetMouseButtonDown(0))
{
isRotate = true;
}
if (Input.GetMouseButtonUp(0))
{
isRotate = false;
needleImg.color = nomorlColor;
}
if (isRotate)
{
SetNeedleAngle(needle, center);
needleImg.color = heightColor;
}
}
void SetNeedleAngle(Transform _needle, Transform _center)
{
if (_needle == null || _center == null)
{
return;
}
var centerX = _center.transform.position.x;
var centerY = _center.transform.position.y;
var centerScreenPos = Camera.main.WorldToScreenPoint(center.transform.position);
var mouseScreenPos = Camera.main.WorldToScreenPoint(Input.mousePosition);
var angle = new Vector3(mouseScreenPos.x - centerScreenPos.x, mouseScreenPos.y - centerScreenPos.y, 0);
var f = Mathf.Atan2(angle.x, angle.y) * Mathf.Rad2Deg;
_needle.eulerAngles = Vector3.back* f;
}
}
谢谢大家的点赞,收藏,评论,这些都是点点星光,似的前方的路,不再孤独