在滑动屏幕的时候,上图中的内容饶圆中心旋转,并且箭头的方向保持不变
每个Item上挂载的脚本:
1 using UnityEngine; 2 3 public class ItemTest : MonoBehaviour 4 { 5 void Update() 6 { 7 transform.eulerAngles = Vector3.zero; 8 } 9 }
父结点上挂载的脚本:
1 using System.Collections; 2 using System.Collections.Generic; 3 using UnityEngine; 4 5 public class lgs : MonoBehaviour 6 { 7 [SerializeField] 8 ItemTest[] itemArray; 9 [SerializeField] 10 Vector3 centerPos; 11 [SerializeField] 12 float radius; 13 14 Vector3[] posArray; 15 void Start() 16 { 17 UIEventListener.Get(gameObject).onDrag = Drag; 18 InitPosFromCircularRing(out posArray, centerPos, itemArray.Length, radius); 19 for (int i = 0, iMax = itemArray.Length; i < iMax; i++) 20 { 21 itemArray[i].transform.localPosition = posArray[i]; 22 } 23 } 24 25 float tmpVal = 0; 26 void Drag(GameObject go, Vector2 vec2) 27 { 28 tmpVal += vec2.y > 0 ? 2 : -2; 29 transform.localEulerAngles = new Vector3(0, 0, tmpVal); 30 } 31 32 void InitPosFromCircularRing(out Vector3[] posArray, Vector3 centerPos, int count, float radius) 33 { 34 posArray = new Vector3[count]; 35 float copies = (360.0f / count) * Mathf.Deg2Rad; 36 for (int i = 0, j = count; i < j; ++i) 37 { 38 float x = radius * Mathf.Cos(copies * i); 39 //float y = centerPos.y; 40 float z = radius * Mathf.Sin(copies * i); 41 Vector3 vec3 = new Vector3(x, z, 0) + centerPos; 42 posArray[i] = vec3; 43 } 44 } 45 }