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@ -88,7 +88,9 @@ public class CameraController : MonoBehaviour
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rotateAction.action.performed += OnRotatePerformed;
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rotateAction.action.canceled += OnRotateCanceled;
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#if UNITY_WEBGL && !UNITY_EDITOR
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WX.OnWheel(WxWheel);
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#endif
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//uiPointerAction.action.performed += OnUIPointerPerformed;
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@ -156,8 +158,9 @@ public class CameraController : MonoBehaviour
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rotateAction.action.performed -= OnRotatePerformed;
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rotateAction.action.canceled -= OnRotateCanceled;
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#if UNITY_WEBGL && !UNITY_EDITOR
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WX.OffWheel(WxWheel);
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#endif
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//uiPointerAction.action.performed -= OnUIPointerPerformed;
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}
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38
Assets/ZuMa/Scripts/QiuObject.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class QiuObject : MonoBehaviour
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{
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public Color[] colors = new Color[]
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{
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Color.red,
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Color.green,
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Color.blue,
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Color.yellow,
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Color.cyan,
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Color.magenta
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void Start()
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//{
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//}
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11
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89
Assets/ZuMa/Scripts/RingManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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public class RingManager : MonoBehaviour
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{
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public int initCount = 12;
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public float radius = 3f;
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public Transform qiu;
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// 旋转力大小(可在Inspector面板调整)
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//public float rotationalForce = 5f;
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private List<Transform> qiuList = new List<Transform>();
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public float rotationalSpeed = 5f; // 改为角速度(弧度/秒),更直观
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void Start()
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{
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var qiuCollider = qiu.GetComponent<SphereCollider>();
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float ringLen = 2 * Mathf.PI * radius;
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float len = Mathf.FloorToInt(ringLen / (qiuCollider.radius * qiu.localScale.x) / 2);
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for (int i = 0; i < initCount; i++)
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{
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float angle = 360 - (i / len) * Mathf.PI * 2; // 修正角度计算逻辑
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||||
Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius;
|
||||
|
||||
var qiuInst = Instantiate(qiu, pos, Quaternion.identity);
|
||||
qiuInst.SetParent(transform, true);
|
||||
|
||||
// 确保小球有刚体组件并配置参数
|
||||
Rigidbody rb = qiuInst.GetComponent<Rigidbody>();
|
||||
if (rb == null)
|
||||
rb = qiuInst.AddComponent<Rigidbody>();
|
||||
|
||||
// 配置刚体属性(避免重力影响,冻结不必要的运动)
|
||||
rb.useGravity = false;
|
||||
rb.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
|
||||
|
||||
qiuList.Add(qiuInst);
|
||||
}
|
||||
|
||||
// 初始施加旋转力
|
||||
//ApplyRotationalForce();
|
||||
}
|
||||
|
||||
// 给所有小球施加旋转力的方法
|
||||
//void ApplyRotationalForce()
|
||||
//{
|
||||
// foreach (var ball in qiuList)
|
||||
// {
|
||||
// Rigidbody rb = ball.GetComponent<Rigidbody>();
|
||||
// if (rb == null) continue;
|
||||
|
||||
// // 1. 计算小球相对于中心的径向向量(从中心指向小球)
|
||||
// Vector3 radialDirection = (ball.position - transform.position).normalized;
|
||||
|
||||
// // 2. 计算切线方向(垂直于径向,绕Y轴旋转的方向)
|
||||
// // Vector3.Cross(radialDirection, Vector3.up) = 逆时针旋转方向
|
||||
// // Vector3.Cross(Vector3.up, radialDirection) = 顺时针旋转方向
|
||||
// Vector3 tangentialDirection = Vector3.Cross(radialDirection, -Vector3.up).normalized;
|
||||
|
||||
// // 3. 施加切线方向的力(使小球绕中心旋转)
|
||||
// //rb.AddForce(tangentialDirection * rotationalForce);
|
||||
|
||||
// // 可选:如果想保持恒定速度,可直接设置角速度而非持续加力
|
||||
// float angularSpeed = rotationalForce / radius;
|
||||
// rb.velocity = tangentialDirection * angularSpeed * radius;
|
||||
// }
|
||||
//}
|
||||
|
||||
// 可选:在FixedUpdate中持续施加力(会让小球加速旋转)
|
||||
void FixedUpdate()
|
||||
{
|
||||
// 或逐个旋转小球(如果需要独立控制)
|
||||
foreach (var ball in qiuList)
|
||||
{
|
||||
ball.RotateAround(transform.position, Vector3.up, rotationalSpeed * Time.deltaTime * Mathf.Rad2Deg);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
foreach (var ball in qiuList)
|
||||
{
|
||||
Destroy(ball.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/ZuMa/Scripts/RingManager.cs.meta
Normal file
11
Assets/ZuMa/Scripts/RingManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 18e44bc2064cb1c46b4422845bd22c3c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
x
Reference in New Issue
Block a user