Unity3d将物体排成一个半圆(弧行)

 一般用在Pico、HTC、DP等VR设备中

 效果:

 完整代码:

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

public class CanvasPositionManager : MonoBehaviour
{

    private float radius = 700f;//圆的半径
    private int numberOfObjects;//每行排列多少个物体
    private int theChildCount;//需要排列的物体的总个数
    private void Awake()
    {
        if (this.transform.name == "GGKFTherUIP")//这里可以忽略,是我自己的需求,根据不同场景中的物体名字决定一行排列多少个
        {
            numberOfObjects = 5;
        }
        else
        {
            numberOfObjects = 10;

        }
        theChildCount = this.transform.childCount;//物体总个数就是当前物体下的子物体的个数
        GerCurP(this.transform);//排列

    }

    private void Start()
    {

    }

    /// <summary>
    /// 半圆排列
    /// </summary>
    /// <param name="trans"></param>
    public void GerCurP(Transform trans)
    {
        if (theChildCount <= numberOfObjects)//如果总个数小于等于一行的个数,那只需要排列一行
        {
            print("个数不超过十个");
            for (int i = 0; i < trans.childCount; i++)
            {
                float angle = i * Mathf.PI/ numberOfObjects;//根据每个物体(i)乘圆周率(Π)
                Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius;
                this.transform.GetChild(i).position = pos;
            }
        }
        else
        {
            print("个数!!!超过十个");

            int temp = trans.childCount / numberOfObjects;//行数(伪行数)
            int tempNumber;//记过下边的if else计算,得出真正所需的行数(真行数)
            float highUp = 0;
            if (temp % numberOfObjects == 0)
            {
                tempNumber = temp;
            }
            else//对10取余不为零,补一行
            {
                tempNumber = temp + 1;
            }
            Debug.Log("总共有几行" + tempNumber);
            //排列思路:(我的每个物体高度是200)第一行排在-200,然后每行依次+200,最后一行排在第一行下边也就是-400,这样开起来比较居中。因为排列太多行会看不清楚内容,所以一般五六行就够了,所以采用比较固(僵)定(硬)的排列方式,可以根据自己需求更改。
            for (int i = 0; i < tempNumber; i++)//循环几列
            {
                if (i == tempNumber - 1)//最后一行Y坐标需要排在第一行的下边(固定值,-400位置)
                {
                    for (int j = (numberOfObjects * i); j < trans.childCount; j++)//最后一行的头到最终末尾
                    {
                        if (j >= (numberOfObjects * i) && j < trans.childCount)
                        {
                            float angle = (j - (numberOfObjects * i)) * Mathf.PI/ numberOfObjects;//每行的每个点占圆周率的比例
                            print(angle);
                            Vector3 pos = new Vector3(-Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius;//对angle取余弦和正弦值再乘以半径获得当前物体在的坐标
                            this.transform.GetChild(j).position = new Vector3(pos.x, pos.y - 400, pos.z);//坐标赋值
                        }
                    }
                }
                else
                {
                    for (int j = (numberOfObjects * i); j < numberOfObjects * (i + 1); j++)//每行的开头到当前行的末尾
                    {
                        if (j >= (numberOfObjects * i) && j < numberOfObjects * (i + 1))
                        {
                            float angle = (j - (numberOfObjects * i)) * Mathf.PI/ numberOfObjects;//
                            print(angle);
                            Vector3 pos = new Vector3(-Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius;
                            this.transform.GetChild(j).position = new Vector3(pos.x, pos.y + highUp - 200, pos.z);
                        }
                    }
                }
                highUp += 200;
            }
        }
    }
}

调整所有对象的朝向(每个物体都挂载)

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

public class testSortUI : MonoBehaviour {


    private Transform centralPoint;//这个是圆的中心点
	private void Start()
    {
        centralPoint = GameObject.FindGameObjectWithTag("contralpoint").transform;
        this.transform.forward = this.transform.position - centralPoint.up;//所有物体看向圆心
        this.transform.localEulerAngles = new Vector3(0, this.transform.localEulerAngles.y, this.transform.localEulerAngles.z);//微调,使得此物体看向正前方,将此行注释,可以看到明显区别
    }
}

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转载自blog.csdn.net/SandmanRUN/article/details/108444764