Unity之一天一个技术点(十二)---指南针的实现

指南针的实现(可据镜头旋转改变)
代码如下:
变量简述:
compassGUISkin皮肤用来显示指南针贴图
标签Label贴图用来作为指南针背景  Box贴图用来作为箭头贴图

把脚本赋予给主镜头即可


GUI.skin = compassGUISkin;
     
      var compassAngle : float = transform.rotation.eulerAngles.y;//得到镜头的y轴旋转角度
      var compassDiameter : float = 128;
      var compassWidth : float = 16;
      var compassWindowRect : Rect = Rect (compassPos.x,compassPos.y, compassDiameter, compassDiameter);
      GUI.Label (compassWindowRect, "");
      var cosAngle : float = Mathf.Cos(compassAngle*Mathf.PI/180);
      var sinAngle : float = Mathf.Sin(compassAngle*Mathf.PI/180);
      var xMove : float = (compassDiameter*sinAngle/2.0 + compassWidth*cosAngle/2.0);
      var yMove : float = (-compassDiameter*cosAngle/2.0 + compassWidth*sinAngle/2.0);
      var compassPos : Vector3 = new Vector3(compassPos.x + compassDiameter/2.0 + xMove,compassPos.y + compassDiameter/2.0  + yMove, 0); //position for matrix
      var compassQuat : Quaternion = Quaternion.identity; //rotation for matrix
      compassQuat.eulerAngles = Vector3(0, 0, compassAngle + 90); //set the rotation to something - rotate around z!
      GUI.matrix = Matrix4x4.TRS(compassPos, compassQuat, Vector3.one); //Apply the matrix
      GUI.Box(Rect(0, 0, compassDiameter, compassWidth), ""); //notice how the rect starts at 0/0 and the matrix handles the position 


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