col fix zhen
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@ -1218,3 +1293,4 @@ SceneRoots:
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|
@ -65,12 +65,19 @@ public class EditableArc : MonoBehaviour
|
|||
private void PointerDraggedOnKnob(SliderKnob knob)
|
||||
{
|
||||
// Amount mouse have moved since last frame - ie. mouse velocity
|
||||
float mouseMovement = Input.GetAxis(moveKnobAxisName);
|
||||
Vector2 mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
|
||||
|
||||
Vector3 start = Quaternion.AngleAxis(rotationMinMax.x, normal) * tangent;
|
||||
Vector3 end = Quaternion.AngleAxis(rotationMinMax.y, normal) * tangent;
|
||||
Vector3 v1 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value);
|
||||
Vector3 v2 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value + 0.01f);
|
||||
Vector3 arcTangent = v2 - v1;
|
||||
|
||||
// TODO: figure out this based on camera orientation
|
||||
float sign = -1f;
|
||||
|
||||
float delta = mouseMovement * knobSensitiviy * sign;
|
||||
float delta = Vector2.Dot(arcTangent, Vector2.down * mouseMovement) * knobSensitiviy;
|
||||
Debug.Log(delta);
|
||||
float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
|
||||
Value.Value = newAngle;
|
||||
}
|
||||
|
@ -115,6 +122,12 @@ public class EditableArc : MonoBehaviour
|
|||
return transform.position + dir.normalized * radius;
|
||||
}
|
||||
|
||||
public Vector3 SamplePointOnArcAngle(Vector3 startPoint, Vector3 endPoint, float radius, float angle)
|
||||
{
|
||||
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
|
||||
return transform.position + dir.normalized * radius;
|
||||
}
|
||||
|
||||
public static float ClampAngle(float current, float min, float max)
|
||||
{
|
||||
float dtAngle = Mathf.Abs(((min - max) + 180) % 360 - 180);
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(MeshCollider))]
|
||||
public class SliderKnob : MonoBehaviour
|
||||
{
|
||||
public event Action<SliderKnob> OnDrag;
|
||||
|
|
Loading…
Reference in New Issue