Files

60 lines
1.8 KiB
C#

using UnityEngine;
public class BgmGyroRotator : MonoBehaviour
{
public RectTransform target;
public float maxRotation = 3f;
public float rotX = 1f;
public float rotY = 1f;
public float rotZ = 0.35f;
public float smooth = 8f;
public bool useUnscaled = true;
private Quaternion baseRotation;
private bool baseCaptured = false;
private void Awake()
{
if (target == null) target = transform as RectTransform;
CaptureBase();
}
private void OnEnable()
{
if (target == null) target = transform as RectTransform;
CaptureBase();
}
private void CaptureBase()
{
if (target == null) return;
baseRotation = target.localRotation;
baseCaptured = true;
}
private void Update()
{
if (target == null) return;
if (!baseCaptured) CaptureBase();
Vector2 norm = GetMouseNormalized();
Vector3 delta = new Vector3(-norm.y * maxRotation * rotX,
norm.x * maxRotation * rotY,
norm.x * maxRotation * rotZ);
Quaternion targetRot = baseRotation * Quaternion.Euler(delta);
float dt = useUnscaled ? Time.unscaledDeltaTime : Time.deltaTime;
float t = 1f - Mathf.Exp(-Mathf.Max(0.01f, smooth) * dt);
target.localRotation = Quaternion.Slerp(target.localRotation, targetRot, t);
}
private static Vector2 GetMouseNormalized()
{
Vector2 pos = Input.mousePosition;
if (Screen.width <= 1 || Screen.height <= 1)
return Vector2.zero;
float x = (pos.x / Screen.width) * 2f - 1f;
float y = (pos.y / Screen.height) * 2f - 1f;
return new Vector2(Mathf.Clamp(x, -1f, 1f), Mathf.Clamp(y, -1f, 1f));
}
}