Wednesday, September 14, 2022
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unity – Circle colour rotate minigame match downside


I’m making a minigame that includes rotating coloured circles in order that the colours match relative to the central circle which isn’t rotatable. I used to be pondering of checking with colliders that the 2 factors in the beginning of 1 colour and the tip match with some tolerance to the opposite circle which additionally has such collider factors set, however I do not know if it is a good answer.
Graphics in connect is simply placeholder and that purpose is little unscale.

Present rotate script:

public class RotateCircleMinigame: MonoBehaviour
{
 
    non-public Vector3 screenPos;
    non-public float angleOffset;
 
    void Replace()
    {
        Vector3 mousePos = Digital camera.fundamental.ScreenToWorldPoint(Enter.mousePosition);
        if (Enter.GetMouseButtonDown(0))
        {
            screenPos = Digital camera.fundamental.WorldToScreenPoint(remodel.place);
            Vector3 vector3 = Enter.mousePosition - screenPos;
            angleOffset = (Mathf.Atan2(remodel.proper.y, remodel.proper.x) - Mathf.Atan2(vector3.y, vector3.x)) * Mathf.Rad2Deg;
        }
 
        if (Enter.GetMouseButton(0))
        {
            Vector3 vector3 = Enter.mousePosition - screenPos;
            float angle = Mathf.Atan2(vector3.y, vector3.x) * Mathf.Rad2Deg;
            remodel.eulerAngles = new Vector3(0, 0, angle + angleOffset);
        }
    }
}

Image 1 - on start rotate
Image 2 - correct rotates to finish

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