在游戏开发中,通常会有物体旋转,其父物体也旋转了。然后旋转角就各种乱了,代码获取到的角度和在inspector面板上显示的数值不一样,于是,有了如下代码进行获取物体的旋转角正确数值
/// <summary>
/// 获取到旋转的正确数值
/// </summary>
/// <param name="transform"></param>
/// <returns></returns>
public Vector3 GetInspectorRotationValueMethod(Transform transform)
{
// 获取原生值
System.Type transformType = transform.GetType();
PropertyInfo m_propertyInfo_rotationOrder = transformType.GetProperty("rotationOrder", BindingFlags.Instance | BindingFlags.NonPublic);
object m_OldRotationOrder = m_propertyInfo_rotationOrder.GetValue(transform, null);
MethodInfo m_methodInfo_GetLocalEulerAngles = transformType.GetMethod("GetLocalEulerAngles", BindingFlags.Instance | BindingFlags.NonPublic);
object value = m_methodInfo_GetLocalEulerAngles.Invoke(transform, new object[] { m_OldRotationOrder });
string temp = value.ToString();
//将字符串第一个和最后一个去掉
temp = temp.Remove(0, 1);
temp = temp.Remove(temp.Length - 1, 1);
//用‘,’号分割
string[] tempVector3;
tempVector3 = temp.Split(',');
//将分割好的数据传给Vector3
Vector3 vector3 = new Vector3(float.Parse(tempVector3[0]), float.Parse(tempVector3[1]), float.Parse(tempVector3[2]));
return vector3;
}