How to position objects in a 'radial-style' arrangement in Unity? - c#

I'm trying to write a script in Unity which creates a type of radial menu around an object the player is directly facing, but the number of buttons in the menu is a variable.
I've generated the angles to the main menu the objects are supposed to appear at easily enough...
// int buttonCount = number of buttons
float buttonWidth = 360 / buttonCount;
for (int i = 1; i <= buttonCount; i++)
{
float maxAngle = buttonWidth * i;
float minAngle;
if (i == 0)
{
minAngle = 0f;
}
else if (i == buttonCount)
{
minAngle = 360 - buttonWidth;
}
else
{
minAngle = buttonWidth * (i - 1);
}
float buttonAngle = (minAngle + maxAngle) / 2;
}
...but now I'm trying to position the button objects at the corresponding angles around the central menu object and I don't know how?

This function takes as parameters the object you want the buttons to go around, the player gameobject so that you can orient the new buttons toward the player, the angle you want the button to be at, and the radius (distance the button will be from the buttonCenter). Its output is the button position in world space. You can call it for each button you want to add.
Vector3 positionButton(GameObject buttonCenter, GameObject player, float angle, float radius) {
//get the up and right vectors from the player object so we can orient the buttons
Vector3 up = player.transform.up;
Vector3 right = player.transform.right;
angle = Mathf.Deg2Rad * angle; //convert degrees to radians. radians=degrees * 2pi / 360
//cos(angle) give an x coordinate, on a unit circle centered around 0
//sin(angle) is the y coordinate on the unit circle
//take those values, multiply them by the up and right vectors to orient them to the player,
//multiply by the radius to move them the correct distance from the buttoncenter,
//and add the buttoncenter position so they circle around the correct point
Vector3 buttonPos =buttonCenter.transform.position + (radius * right * Mathf.Cos(angle)) + (radius* up * Mathf.Sin(angle));
return buttonPos;
}

First, define an origin and distance for each button from it. As you have the angles, you can apply trigonometry which should allow you to find the coordinate of a point given an angle, distance and origin point. The point will be defined by cos() and sin() of the angle.
Have a look at the 2nd section here

Related

Trigonometry + Angles - Object rotating around player and facing mouse direction

I do not understand how this code works and I am seeking an explanation. This code is inside an update function, updating the Objects location constantly.
By "facing the mouse direction" I mean that the object is like the earth orbiting around the sun for example, but you choose where it is currently located on it's rotation line around the sun.
public GameObject player;
private Vector3 v3Pos;
private float angle;
private readonly float distance = 0.16f;
private void Update()
{
v3Pos = Input.mousePosition;
v3Pos.z = (player.transform.position.z -
Camera.main.transform.position.z);
v3Pos = Camera.main.ScreenToWorldPoint(v3Pos);
v3Pos -= player.transform.position;
angle = Mathf.Atan2(v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
if (angle < 0.0f) { angle += 360.0f; }
transform.localEulerAngles = new Vector3(0, 0, angle);
float xPos = Mathf.Cos(Mathf.Deg2Rad * angle) * distance;
float yPos = Mathf.Sin(Mathf.Deg2Rad * angle) * distance;
transform.localPosition = new Vector3(player.transform.position.x +
xPos * 4, player.transform.position.y + yPos * 4, 0);
}
I found this code in a video which makes an object (like a gun) rotate around the player and follow the mouse simultaneously but I don't understand how it works. How does it work? Also, I don't know where the video is at any more but I will find it if necessary.
It warps the attached gameobject so many units in the direction of the mouse cursor from the player (locally for some reason), and also turns to face its right side in that direction (locally for some reason).
Individual sections explained in the comments below:
public GameObject player;
private Vector3 v3Pos;
private float angle;
private readonly float distance = 0.16f;
private void Update()
{
// mouse position in screen space
// current value = (mouse x, mouse y, 0) )
Vector3 v3Pos = Input.mousePosition;
// sets the z coordinate to be the difference from the camera to the player
// along the forward world axis.
// current value = (mouse x, mouse y, camera->player distance along forward)
v3Pos.z = (player.transform.position.z - Camera.main.transform.position.z);
// v3Pos now means the position of the cursor, projected onto plane the player
// is on parallel to camera plane
// This means it's a world space positioning of the mouse
v3Pos = Camera.main.ScreenToWorldPoint(v3Pos);
// v3Pos now means the direction from the player to the mouse position
// in world space.
// Despite the name, now a direction, not a position!
v3Pos -= player.transform.position;
// finds the signed angle from right to the direction v3Pos represents.
// in the range (-180, 180]. positive = counterclockwise
angle = Mathf.Atan2(v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
// converts negative angle into an equivalent positive angle.
if (angle < 0.0f) { angle += 360.0f; }
// sets the forward axis angle of the transform this
// MonoBehaviour is attached to as the same angle.
// Since we measured from the right to the direction of the mouse,
// this turns the right side to face the mouse.
// This is done in local space for some reason, can't tell from code.
transform.localEulerAngles = new Vector3(0, 0, angle);
// finds x and y coordinates of a point in the same direction as
// v3Pos the mouse from the player but at distance
// Could use v3Pos but with a z=0, normalized then * distance but
// recalculating with trig works too.
// basic trig refresher
// cos of angle from right gives unit circle x coordinate
// sin of angle from right gives unit circle y coordinate
float xPos = Mathf.Cos(Mathf.Deg2Rad * angle) * distance;
float yPos = Mathf.Sin(Mathf.Deg2Rad * angle) * distance;
// sets the player's local position to be the position of the player
// adjusted by the direction and distance of the point.
// Also done in local space, can't tell why from code.
// Weird to use something else's world position as the local position
// for something else.
transform.localPosition = new Vector3(player.transform.position.x
+ xPos * 4, player.transform.position.y + yPos * 4, 0);
}
The alternate calculation mentioned above could be done like this:
Vector3 v3Pos = Input.mousePosition;
v3Pos.z = (player.transform.position.z - Camera.main.transform.position.z);
v3Pos = Camera.main.ScreenToWorldPoint(v3Pos);
v3Pos -= player.transform.position;
angle = Mathf.Atan2(v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
if (angle < 0.0f) { angle += 360.0f; }
transform.eulerAngles = new Vector3(0, 0, angle);
Vector3 v3DirFlat = v3Pos;
v3DirFlat.z = 0f;
// keeping both * distance and * 4
v3DirFlat = v3DirFlat.normalized * distance * 4;
transform.position = player.transform.position + v3DirFlat;
The steps are
// Get the mouse position on the screen
v3Pos = Input.mousePosition;
// Bring that point down until it is level with the player
v3Pos.z = (player.transform.position.z - Camera.main.transform.position.z);
// Find that point in world space coordinates
v3Pos = Camera.main.ScreenToWorldPoint(v3Pos);
// Find the vector from the player to that point
v3Pos -= player.transform.position;
// Calculate the angle between that vector and the X axis
angle = Mathf.Atan2(v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
// ensure the values are between 0 and 360
if (angle < 0.0f) { angle += 360.0f; }
// Set the item's rotation to that angle, so it faces the right direction
transform.localEulerAngles = new Vector3(0, 0, angle);
// Find the new position of the item on the orbit circle
float xPos = Mathf.Cos(Mathf.Deg2Rad * angle) * distance;
float yPos = Mathf.Sin(Mathf.Deg2Rad * angle) * distance;
// Set the item to it's new position
transform.localPosition = new Vector3(player.transform.position.x + xPos * 4, player.transform.position.y + yPos * 4, 0);
I'm not sure why the coordinates in that last step are multiplied by 4, they should already be positioned on a circle with radius distance

Drawing collider boundaries (Unity)

everyone!
I ran into the problem. I need to draw a radius of enemy attack. The radius needs to be equal radius of SphereCollider that is hanging on it. I've tried to do it with the help of LineRenderer which draws circle. Yeah, actually it draws circle correctly, but the radius of my circle is less than radius of collider on it, despite the fact that I've given the value of a variable from the GetComponent().
Does anyone know what the problem is?
Part of my code:
float x;
float z;
float change = 2 * (float)Math.PI / segments;
float angle = change;
x = Mathf.Sin(angle) * radius;
_line.SetPosition(0, new Vector3(x, 0, Mathf.Cos(angle) * radius));
for (int i = 1; i < (segments + + 2); i++)
{
x = Mathf.Sin(angle) * radius;
z = Mathf.Cos(angle) * radius;
yield return new WaitForSeconds(drawSpeed);
_line.SetPosition((int)i, new Vector3(x, 0, z));
angle += change;
}
In the comments you mentioned that you get your radius from
float radius = _collider.radius;
where _collider is your SphereCollider.
So note that the SphereCollider.radius
The radius of the sphere measured in the object's local space.
The sphere radius will be scaled by the transform's scale.
It appears to me that either your object or one of its parent is somehow scaled differently than 1,1,1 in which case the actual final radius will be influenced by that scale.
You would need to scale the radius accordingly by the transform.lossyScale like e.g.
// Get the lossyScale
// this is the localScale of all parent objects and this localScale combined
var lossyScale = _collider.transform.lossyScale;
// find the biggest extends of the lossyScale
// if you already know they are always equal anyway simply use e.g. lossyScale.x instead
float maxScale = 0;
for(var i = 0; i < 3; i++)
{
maxScale = Mathf.Max(maxScale, Mathf.Abs(lossyScale[i]);
}
float radius = _collider.radius * maxScale;
It's a little hacky, but I've used a sphere outline sprite for just this sort of thing. Just put it on the game object and make sure it is scaled same as your collider. No need for fancy line drawing.
Don't use collider component for the enemy attack range!
Instead of adding a circle collider component you should a collider via code & physics.
What should you do?
This is an example of using a collider via code & physics:
float theCircleRadios = /* You radios */;
Collider2D[] detectedEnemiesColliders = Physics2D.OverlapCircleAll(theCirclePosition, theCircleRadios, DetectedLayers);
Then make your line lineRenderer radios == theCircleRadios.

Moving Object along a vector in sinusoidal motion

Any tips on how to move an object back and forth sinusoidally (like a pendulum, but in a linear path) along a specified 3D vector? I've got the sinusoidal motion and the vector, but I can't figure out how to combine the two.
The following are the two pieces of code I have; the vector is specified using angles from the origin.
I'm very new to coding, so please forgive me for any mistakes in the code.
This moves the object in the sinusoidal path about the origin - this is the motion I want to achieve along the 3D vector.
float rodPositionZsin = pathLength * Mathf.Sin(Time.time) + position;
transform.position = new Vector3(0, 0, rodPositionZsin);
This will move the object along the vector in the X and Y dimensions, but I'm stumped for what to do in the Z.
float Xangle = 20;
float Yangle = 50;
float Zangle = 30;
//Position Transformations
float rodPositionZsin = pathLength * Mathf.Sin(Time.time) + position;
float rodPositionY = Mathf.Cos(Yangle*Mathf.PI/180)*pathLength;
float rodPositionX = Mathf.Sin(Xangle * Mathf.PI / 180)*pathLength;
float rodPositionZ = Mathf.Tan(Zangle * Mathf.PI / 180) * pathLength;
transform.position = Vector2.MoveTowards(transform.position, new Vector2(rodPositionX, rodPositionY), pathLength * Mathf.Sin(Time.time));
rodPositionX = transform.position.x;
rodPositionY = transform.position.y;
rodPositionZ = rodPositionZsin + transform.position.z;
transform.position = new Vector3(rodPositionX, rodPositionY, rodPositionZsin);
if you have a vector, you just need to scale it by a sine curve, then set the object's position to that scaled vector.
so in (untested) pseudocode:
Vector3 scaledVector = originalVector* Mathf.Sin(Time.time);
youGameObject.transform.position = scaledVector
You can then add phase, frequency, and amplitude terms in your sine function to change the frequency of oscillation, how far along that vector, and the start position of the oscillation if you want to customize it further.
Edit:
Here’s how to add these.
http://jwilson.coe.uga.edu/EMT668/EMT668.Folders.F97/Feller/sine/assmt1.html
a * sin(b*x +c) + offset.
Where a is amplitude (max distance travelled)
B is wavelength (1/frequency of oscillation)
C is phase ( starting pos) and offset is to move the whole oscillation pattern along the vector ( make it happen away from origin center)

Convert angle from to percentage of min/max rotation

I have an object that I would like to set it's pivot amount (a number between 0 and 1). When the pivot is 0 the item will be set to its min angle, and when it is 1 the item will pivot to its max angle.
By getting this value will be based on where the users finger is on the screen, so the object will look at the finger. Converting the values between 0 and 1.
Currently I have this, but it maxes out the pivot to one since the angle is always over 1.
public void SetAngle(Touch touch) {
Vector3 position = Camera.main.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, Camera.main.nearClipPlane));
float angle = Vector3.Angle(position, transform.position);
CurrentAngle = angle;
ToasterAnimator.SetFloat("Angle", CurrentAngle);
}
In the animation, the x rotation is -100 when Angle is 0 and -160 when the Angle is 1. How can I convert the touch value from the vector3 angle to a 0-1 value?
Black lines = Min/Max angle
Green lines = The desired angle
Red line = ground
Yellow dot = the users finger
What I need is a number between 0 and 1 of where that yellow dot is.
so, going from your image:
try this code:
Vector3 position = Camera.main.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, Camera.main.nearClipPlane));
// subtract transform.position to bring it to local space
Vector3 vecOA = position - transform.position;
// subtract transform.position to bring it to local space
//Vector3 vecOB = (transform.position + new Vector3(1,0,0)) - transform.position;
Vector3 vecOB = new Vector3(1,0,0);
// angle between finger and X axis
float angleAB = Vector3.Angle(vecOA, vecOB);
// angle between point 1 and X axis
float angle1B = 20;
// angle between finger and point 1
float angleA1 = angleAB - angle1B;
// angle between point 0 and point 1
float angle01 = 60;
// angle between point 0 and finger
float angleA0 = angle01 - angleA1;
// angle between point 0 and finger normalized to [0,1]
float angleA0normalized = angleA0 / angle01;
i hope the comments in the code are understandable
Here is what is working the best for me:
public void SetAngle(Touch touch) {
Vector3 screenSpace = Camera.main.WorldToScreenPoint(transform.position);
float angle = (Mathf.PI / 2) - Mathf.Atan2(touch.position.y - screenSpace.y, touch.position.x - screenSpace.x);
CurrentAngle = (angle - 20 * Mathf.PI / 180) / ((60 - 20) * Mathf.PI / 180);
ToasterAnimator.SetFloat("Angle", CurrentAngle);
}
I am using screen space instead of world space to calculate the percentage, which seems to be working pretty well.

Bounding the camera to the map

I have a 2D game in unity, and I have a camera that follow my main character.
Currently, when I, for example, move the character to the left, I can see what's beyond the map, like so:
Say the map size is 15X15. I have a script generating 15X15 blocks of size 1X1, meaning the map bounds are (-1, -1) -> (15, 15).
There are two things I want to accomplish:
1) Have the camera not go out of the map bounds
2) When the map size is SMALLER than the camera, have the camera change its size.
Example for point 2)
The map is 5 columns and 15 rows, thus it's very narrow compared to the camera, like so:
or even 10 columns and 3 rows, like so:
I would want the size of the camera to change so it won't be neither wider or taller than the map.
How do I do those two things?
This is the github to the current scripts in the game. The CameraController script is where the additions are supposed to be
The orthographic size defines half of the vertical size, the horizontal size is based on aspect ratio.
From there you can define what should be the biggest value when centered.
The script below should get you going. As long as your level are rectangle (that obviously includes square), it will go fine:
public float speed = 2f;
public Transform min;
public Transform max;
private float aspect;
private float maxSize;
private void Start ()
{
this.aspect = Camera.main.aspect;
this.maxSize = max.position.x <= max.position.y ? max.position.x /2f / this.aspect :max.position.y / 2f;
}
private void Update ()
{
float size = Input.GetAxis ("Mouse ScrollWheel");
Camera.main.orthographicSize += size;
if (Camera.main.orthographicSize > maxSize)
{
Camera.main.orthographicSize = maxSize;
}
float x = Input.GetAxis ("Horizontal");
float y = Input.GetAxis ("Vertical");
Vector3 position = this.transform.position;
position.x += x * Time.deltaTime * this.speed;
position.y += y * Time.deltaTime * this.speed;
float orthSize = Camera.main.orthographicSize;
if (position.x < (this.min.position.x + orthSize * this.aspect))
{
position.x = this.min.position.x + orthSize * this.aspect;
}
else if (position.x > (this.max.position.x - orthSize * this.aspect))
{
position.x = this.max.position.x - orthSize * this.aspect;
}
if (position.y < (this.min.position.y + orthSize))
{
position.y = this.min.position.y + orthSize;
}
else if(position.y > (this.max.position.y - orthSize))
{
position.y = this.max.position.y - orthSize;
}
this.transform.position = position;
}
the idea is that you have two empty game objects place at bottom left and upper right. Bottom left is dragged into min and upper right goes int max. The speed variable is just how fast the camera translates. This is attached to the camera object. There is no limit for min size of camera, but you can do it.
The point is just that you get this going for your own project as this is more generic.
The rest is just considering the camera position, current size and aspect ratio (you cannot change that at runtime or you'd have to modify the code).
EDIT:
If you wish to bound the camera zoom to the movement,remove the first lines about size and add the following after you get the horizontal/vertical movement:
if (x != 0f || y != 0f) {
Camera.main.orthographicSize = Mathf.MoveTowards (Camera.main.orthographicSize, largeSize, Time.deltaTime);
} else {
Camera.main.orthographicSize = Mathf.MoveTowards (Camera.main.orthographicSize, size, Time.deltaTime);
}
Think of declaring the size, largeSize variables and set them to your need.

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