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using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Controls the orientation of content place by the <see cref="MakeAppearOnPlane"/>
/// component using a UI.Slider to affect the rotation about the Y axis.
/// </summary>
[RequireComponent(typeof(MakeAppearOnPlane))]
public class RotationController : MonoBehaviour
{
MakeAppearOnPlane m_MakeAppearOnPlane;
[SerializeField]
[Tooltip("The slider used to control rotation.")]
Slider m_Slider;
/// <summary>
/// The slider used to control scale.
/// </summary>
public Slider slider
{
get { return m_Slider; }
set { m_Slider = value; }
}
[SerializeField]
[Tooltip("The text used to display the current rotation on the screen.")]
Text m_Text;
/// <summary>
/// The text used to display the current rotation on the screen.
/// </summary>
public Text text
{
get { return m_Text; }
set { m_Text = value; }
}
[SerializeField]
[Tooltip("Minimum rotation angle in degrees.")]
public float m_Min = 0f;
/// <summary>
/// Minimum angle in degrees.
/// </summary>
public float min
{
get { return m_Min; }
set { m_Min = value; }
}
[SerializeField]
[Tooltip("Maximum angle in degrees.")]
public float m_Max = 360f;
/// <summary>
/// Maximum angle in degrees.
/// </summary>
public float max
{
get { return m_Max; }
set { m_Max = value; }
}
/// <summary>
/// Invoked when the slider's value changes
/// </summary>
public void OnSliderValueChanged()
{
if (slider != null)
angle = slider.value * (max - min) + min;
}
float angle
{
get
{
return m_MakeAppearOnPlane.rotation.eulerAngles.y;
}
set
{
m_MakeAppearOnPlane.rotation = Quaternion.AngleAxis(value, Vector3.up);
UpdateText();
}
}
void Awake()
{
m_MakeAppearOnPlane = GetComponent<MakeAppearOnPlane>();
}
void OnEnable()
{
if (slider != null)
slider.value = (angle - min) / (max - min);
UpdateText();
}
void UpdateText()
{
if (m_Text != null)
m_Text.text = "Rotation: " + angle + " degrees";
}
}