修改旋转逻辑
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: b97fc131199427b429ff1fa4ef30af6f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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stopValveImage: {fileID: 518436699}
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timeCount: 0
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limitTime: 0.1
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index: 0
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currentPos: {x: 0, y: 0}
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--- !u!1 &1841197670
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GameObject:
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m_ObjectHideFlags: 0
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@ -78151,6 +78184,8 @@ MonoBehaviour:
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temp: {fileID: 0}
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--- !u!4 &1965873574
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m_Mesh: {fileID: -8305633189254962764, guid: 140dbd01f0d9bb7429f6b5362e4e3c60, type: 3}
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PrefabInstance:
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m_ObjectHideFlags: 0
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--- !u!1 &8130084172558687164
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GameObject:
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m_ObjectHideFlags: 0
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|
|
@ -109,6 +109,8 @@ public class GameManager : MonoBehaviour
|
|||
Destroy(temp.gameObject);
|
||||
}
|
||||
temp = Instantiate(tools, Player.transform);
|
||||
|
||||
UIManager.Instance.ToolsItemManager.currentTool = temp;
|
||||
string name = Filter(temp.name, TempChar);
|
||||
Debug.Log(name);
|
||||
switch (name)
|
||||
|
|
|
@ -11,18 +11,14 @@ using ZenFulcrum.EmbeddedBrowser;
|
|||
|
||||
public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
|
||||
{
|
||||
//滑动点
|
||||
private Vector3 end;
|
||||
private Vector3 start = new Vector3(0, 0, -80);
|
||||
//滑动点到阀门图片中点的向量
|
||||
private Vector3 v1;
|
||||
private Vector3 v2;
|
||||
private float al;
|
||||
[SerializeField] private Image stopValveImage; //截止阀
|
||||
Vector2 tempPos;
|
||||
|
||||
private float valveOpen; //阀门开度
|
||||
public float timeCount = 0;
|
||||
public float limitTime = 0;
|
||||
public int index; //阀门旋转多少圈可以开到100
|
||||
public Vector2 currentPos = new Vector2();
|
||||
int sum = 80;
|
||||
void OnEnable()
|
||||
{
|
||||
|
@ -34,14 +30,13 @@ public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDra
|
|||
/// 开始拖拽
|
||||
/// </summary>
|
||||
/// <param name="eventData"></param>
|
||||
public Vector2 currentPos = new Vector2();
|
||||
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
v1 = start - stopValveImage.transform.position;
|
||||
currentPos = eventData.position;
|
||||
}
|
||||
public float timeCount = 0;
|
||||
public float limitTime = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 拖拽中
|
||||
/// </summary>
|
||||
|
@ -51,14 +46,13 @@ public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDra
|
|||
timeCount += Time.deltaTime;
|
||||
if (timeCount > limitTime)
|
||||
{
|
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Debug.Log(currentPos.x-eventData.position.x);
|
||||
if (currentPos.x - eventData.position.x > 0)
|
||||
{
|
||||
sum = 10;
|
||||
sum += 10;
|
||||
}
|
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if (currentPos.x - eventData.position.x < 0)
|
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{
|
||||
sum = -10;
|
||||
sum += -10;
|
||||
}
|
||||
Debug.Log("旋转的方法");
|
||||
Deng(sum);
|
||||
|
@ -67,9 +61,15 @@ public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDra
|
|||
}
|
||||
void Deng(float angle)
|
||||
{
|
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float Temp = Math.Clamp(angle,-80,80);
|
||||
stopValveImage.transform.Rotate(new Vector3(0,0, Temp));
|
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//stopValveImage.transform.Rotate(new Vector3(0, 0, angle));
|
||||
float z = Mathf.Clamp(angle, -80, 80);
|
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stopValveImage.transform.eulerAngles = new Vector3(0, 0, z);
|
||||
//stopValveImage.transform.Rotate(new Vector3(0, 0, z));
|
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Debug.Log(z);
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 拖拽结束
|
||||
/// </summary>
|
||||
|
|
Loading…
Reference in New Issue