一、实现效果
功能描述:
- 在不操作的情况下,规定蛇头按一定方向一直移动
- 鼠标点击游戏手柄,拖动游戏手柄,蛇头转动相应的角度
二、知识点学习
1.Rotation的赋值
transform.rotation = Quaternion.Euler(0, 0, thlta_z);
2.计算反三角函数
1.using Unity.Mathematics;
2.float thltaText= math.atan((mousePos.x - MyPos.x) / (mousePos.y - MyPos.y))/math.PI * 180;
即 math.atan(XXX)/math.PI180;*
三、代码实现
1.中心圆上挂脚本CenterCircle.cs
2.蛇头上挂脚本 SnakeHead.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;
public class CenterCircle : MonoBehaviour
{
Vector3 mousePos;
Vector3 MyPos;
public Vector3 MoveDerectionPos;
public float thlta;
// Start is called before the first frame update
void Start()
{
MyPos = transform.position;
// Debug.Log(MyPos.x + "," + MyPos.y + "," + MyPos.z);
}
// Update is called once per frame
void Update()
{
if(Input.GetMouseButton(0))
{
mousePos = Input.mousePosition;
mousePos = Camera.main.ScreenToWorldPoint(mousePos);
mousePos.z = MyPos.z;
if (((mousePos.x - MyPos.x) * (mousePos.x - MyPos.x) + (mousePos.y - MyPos.y) * (mousePos.y - MyPos.y)) < 1)
{
transform.position = mousePos;
float thltaText= math.atan((mousePos.x - MyPos.x) / (mousePos.y - MyPos.y))/math.PI*180;
//Debug.Log("thltaText:" + thltaText);
MoveDerectionPos = mousePos - MyPos;
if ( MoveDerectionPos.y >= 0)
thlta = -thltaText;
if (MoveDerectionPos.x >= 0 && MoveDerectionPos.y < 0)
thlta = -thltaText - 180;
if (MoveDerectionPos.x <= 0 && MoveDerectionPos.y < 0)
thlta = 180-thltaText;
// Debug.Log("thlta:" + thlta);
//Debug.Log("鼠标坐标:" + mousePos);
//Debug.Log("物体坐标:" + MyPos);
//Debug.Log("移动坐标:" +MoveDerectionPos);
// Debug.Log("在范围内");
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnakeHead : MonoBehaviour
{
float interval = 0.4f;
float count;
float speed = 1f;
Vector3 PlanePos;
void Start()
{
PlanePos = transform.position;
// Center = gameObject.transform.Find("中心圆").transform;
}
void Update()
{
count += speed * Time.deltaTime;
if(count>interval)
{
float y = Time.deltaTime;
transform.Translate(0, y, 0);
}
//从中心圆获取Rotation的z值
float thlta_z = GameObject.Find("中心圆").GetComponent<CenterCircle>().thlta;
//Debug.Log("转角:"+thlta_z);
transform.rotation = Quaternion.Euler(0, 0, thlta_z);
}
}