Temp_Save

This commit is contained in:
SweetJJuya 2024-12-02 20:28:46 +09:00
parent 7848033d4e
commit 4d6a7eb32e
4 changed files with 74 additions and 14 deletions

View File

@ -224,20 +224,21 @@ namespace BlueWater.Uis
Vector3 initialScale = _panel.localScale;
Vector3 targetScale = new Vector3(1.05f, 1.05f, 1.0f); // 타겟 스케일 설정
// 마우스 포인터의 화면 좌표(eventData.position)를 이미지의 로컬 좌표(localPoint)로 변환
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, Input.mousePosition, _uiCamera,
out var localPoint))
// RectTransform의 화면 좌표를 가져오기 위한 변수
RectTransform rectTransform = GetComponent<RectTransform>();
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, null, out var localPoint))
{
// RectTransform의 중심을 기준으로 정규화된 값으로 변환
// RectTransform의 크기를 기준으로 좌표를 정규화
Vector2 normalizedPoint = new Vector2(
(localPoint.x / _rectTransform.rect.width) + 0.5f,
(localPoint.y / _rectTransform.rect.height) + 0.5f
localPoint.x / rectTransform.rect.width,
localPoint.y / rectTransform.rect.height
);
// 좌표를 중심 기준으로 (-0.5, -0.5)에서 (0.5, 0.5)로 변환 (이미지 중앙이 0,0이 되도록)
Vector2 centeredNormalizedPoint = normalizedPoint - new Vector2(0.5f, 0.5f);
// 좌표를 중심 기준으로 (-0.5, -0.5)에서 (0.5, 0.5)로 변환
Vector2 centeredNormalizedPoint = normalizedPoint * 2f;
// Debug.Log($"Normalized Point: {centeredNormalizedPoint}");
// Debug.Log($"Normalized Point: {centeredNormalizedPoint}");
// X와 Y축의 회전 각도를 마우스 위치에 따라 계산 (최대 회전 각도를 15도로 제한)
float rotationX = Mathf.Clamp(-centeredNormalizedPoint.y * _maxRotationAngle * 2 * _returnSpeedTime,
@ -245,6 +246,8 @@ namespace BlueWater.Uis
float rotationY = Mathf.Clamp(centeredNormalizedPoint.x * _maxRotationAngle * 2 * _returnSpeedTime,
-_maxRotationAngle, _maxRotationAngle);
Debug.Log($"Normalized Point: {rotationX} x {rotationY}");
// 회전을 적용 (X축은 위아래 기울기, Y축은 좌우 기울기)
_panel.GetComponent<RectTransform>().localRotation =
Quaternion.Euler(rotationX, rotationY, 0f);

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@ -863,6 +863,7 @@ GameObject:
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@ -939,3 +940,59 @@ MonoBehaviour:
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