本文实例为大家分享了unity ui实现拖拽旋转的具体代码,供大家参考,具体内容如下

跟随鼠标旋转

第一种效果是跟随鼠标旋转,原理是计算下鼠标位置与拖拽物体的相对位移

旋转方向即可

注意转换对应空间坐标

新建脚本mono类继承 ibegindraghandler, idraghandler, ienddraghandler 接口

[serializefield] private canvas m_canvas;
    
    private vector3? calculateworldtoscreenpos(vector3 worldpos)
    {
        if (m_canvas.rendermode == rendermode.screenspacecamera)
        {
            return m_canvas.worldcamera.worldtoscreenpoint(worldpos);
        }
        else if (m_canvas.rendermode == rendermode.screenspaceoverlay)
        {
            vector3 screenpos = m_canvas.transform.inversetransformpoint(worldpos);
            var recttrans = m_canvas.transform as recttransform;
            screenpos.x += recttrans.rect.width * 0.5f * recttrans.localscale.x;
            screenpos.y += recttrans.rect.height * 0.5f * recttrans.localscale.y;
            return screenpos;
        }

        return null;
    }
    
    public void ondrag(pointereventdata eventdata)
    {
        if (eventdata.button != pointereventdata.inputbutton.left) return;
        
        //计算当前物体距离画布左下角位置
        vector3? curscreenpos = calculateworldtoscreenpos(transform.position);
        if (curscreenpos == null) return;
        //鼠标位置偏移量
        vector2 offset = eventdata.position - (vector2)curscreenpos.value;
        if (offset != vector2.zero)
        {
            transform.rotation = quaternion.fromtorotation(vector3.up, offset);
        }
    }

设置下箭头锚点

效果如下:

手指拖拽旋转

第二种是根据旋转速度来旋转ui 可以实现一些齿轮交互滚动和车把方向盘交互滚动

//旋转速度
[serializefield] private float m_rotatespeed;
    
    public void ondrag(pointereventdata eventdata)
    {
        if (eventdata.button != pointereventdata.inputbutton.left) return;

        //手指滑动偏移量
        vector2 mousexy = eventdata.delta;
        mousexy *= m_rotatespeed;

        //计算当前物体距离画布左下角位置
        vector3? curscreenpos = calculateworldtoscreenpos(transform.position);
        if (curscreenpos == null) return;
        //手指位置偏移量
        vector2 offset = eventdata.position - (vector2)curscreenpos.value;

        float value;
        if (mathf.abs(mousexy.x) > mathf.abs(mousexy.y)) // 判断水平滑动还是垂直滑动
        {
            //手指往水平滑动   下面旋转跟随偏移参数  上面与偏移参数相反
            value = mousexy.x * mathf.sign(-offset.y);
        }
        else
        {
            //手指垂直滑动    右边跟随偏移参数    左边与偏移参数相反
            value = mousexy.y * mathf.sign(offset.x);
        }

        transform.rotate(vector3.forward, value, space.self);

    }

效果如下:

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