Unity 计算角度和方向

在UGUI中计算角度和方向

直接上代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestAngle : MonoBehaviour
{
    public RectTransform p1;
    public RectTransform p2;

    void Start()
    {
        
    }
    Vector3 V3;
    void Update()
    {
        V3.Set(0, 0, GetUnityDirection(p1.anchoredPosition, p2.anchoredPosition) - 90);
        p2.localEulerAngles = V3;
    }



    Vector2 p;
    /// 
    /// 两个点的角度
    /// 0°正右
    /// 90°正上
    /// -90°正下
    /// 
    /// 
    /// 
    /// 
    public float PointToAngle(Vector2 p1, Vector2 p2)
    {
        p.x = p2.x - p1.x;
        p.y = p2.y - p1.y;
        return Mathf.Atan2(p.y, p.x) * 180 / Mathf.PI;
    }
    /// 
    /// -180-180 转为 0-360
    /// 
    /// 
    /// 
    public float Angle180To360(float angle)
    {
        if (angle >= 0 && angle <= 180)
            return angle;
        else
            return 360 + angle;
    }
    /// 
    /// 返回Unity的角度
    /// 
    /// 
    /// 
    /// 
    public float GetUnityDirection(Vector2 p1, Vector2 p2)
    {
        float angle = Angle180To360(PointToAngle(p1, p2));
        float temp = 360 * 0.125f;//分为8个方向
        float dir = 0;
        for (int i = 0; i < 8; i++)
        {
            if (angle >= (i * temp) - (temp * 0.5f) && angle < (i * temp) + (temp * 0.5f))
            {
                dir = i * temp;
                break;
            }
        }
        return dir;
    }
}
Unity 计算角度和方向_第1张图片 8个方向

 

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