先上效果图
实现思路直接上代码,加了详细注释:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class Inventory : MonoBehaviour
{
//道具半径
//支持每个道具半径不同
public float[] itemRadii = new float[3] { 0.05f, 0.05f, 0.05f };
//弧长
public float arcRadius = 0.5f;
//角度转为向量方法,默认圆心在(0,0)处,这里默认半径是1,也就是单位圆
static Vector2 AngToDir(float angRad)
{
return new Vector2(Mathf.Cos(angRad), Mathf.Sin(angRad));
}
private void OnDrawGizmos()
{
using (new Handles.DrawingScope(transform.localToWorldMatrix))
{
//画一个90度的弧
Handles.DrawWireArc(default, Vector3.forward, Vector3.right, 45, arcRadius);
Handles.DrawWireArc(default, Vector3.forward, Vector3.right, -45, arcRadius);
int itemCount = itemRadii.Length;
//道具之间的夹角,N-1个夹角
//这里的夹角只是两个道具中心到圆弧中心(0,0)连线(长度也就是圆弧半径)
//形成的夹角
float[] angleBetween = new float[itemCount - 1];
for(int i = 0; i < angleBetween.Length; i++)
{
//道具半径
float a = itemRadii[i];
//相邻的道具半径
float b = itemRadii[i + 1];
//利用三角形三边和夹角的关系计算夹角(余弦定理)
float ang = Mathf.Acos(1f - ((a+b) * (a+ b)) / (2 * arcRadius * arcRadius));
angleBetween[i] = ang;
}
float angRad = 0f;
for (int i = 0; i < itemCount; i++)
{
float radius = itemRadii[i];
//计算每个道具在圆弧上的圆心
Vector3 itemCenter = AngToDir(angRad) * arcRadius;
//从圆弧中心画一个直线,到道具中心便于理解
Handles.DrawLine(Vector3.zero, itemCenter);
//再画出每个道具的原点
Gizmos.DrawSphere(itemCenter, 0.03f);
//根据道具半径,画出道具代表的圆圈
Handles.DrawWireDisc(itemCenter, Vector3.forward, radius);
//根据两个道具之间的夹角计算下一个道具偏移角度
if (i < itemCount - 1)
angRad += angleBetween[i];
}
}
}
/*这里注释的是物品半径都一样功能逻辑
public float itemRadius = 0.05f;
public float arcRadius = 0.5f;
public int itemCount = 3;
static Vector2 AngToDir(float angRad)
{
return new Vector2(Mathf.Cos(angRad), Mathf.Sin(angRad));
}
private void OnDrawGizmos()
{
using(new Handles.DrawingScope(transform.localToWorldMatrix))
{
//draw arc
Handles.DrawWireArc(default, Vector3.forward, Vector3.right, 45, arcRadius);
Handles.DrawWireArc(default, Vector3.forward, Vector3.right, -45, arcRadius);
float itemSeparationAngleRad = Mathf.Asin(itemRadius / arcRadius) * 2;
//从第一个到第itemCount 个跨越了几个itemsepatationAngleRad
float angOffset = itemSeparationAngleRad * (itemCount - 1) * 0.5f;
for(int i = 0; i <itemCount; i++)
{
float angRad = itemSeparationAngleRad * i - angOffset;
Vector3 itemCenter = AngToDir(angRad) * arcRadius;
Handles.DrawLine(default, itemCenter);
Handles.DrawWireDisc(itemCenter, Vector3.forward, itemRadius);
}
}
}*/
}