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add-method FormatAngleY, add-class DebugArrowOffsetAngle, look at final point after plus offsetAngleY

lvjincheng %!s(int64=4) %!d(string=hai) anos
pai
achega
e343ca3686

+ 564 - 6
Assets/BowArrow/Scenes/Game.unity

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@@ -22740,6 +23223,7 @@ RectTransform:
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+  - {fileID: 1515377854}
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@@ -25391,7 +25875,7 @@ RectTransform:
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   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 78.2906, y: 0}
+  m_AnchoredPosition: {x: 79.42029, y: 0}
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   m_Pivot: {x: 0.5, y: 0.5}
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@@ -28802,7 +29286,81 @@ MonoBehaviour:
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+ 27 - 0
Assets/BowArrow/Scripts/Debug/DebugArrowOffsetAngle.cs

@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class DebugArrowOffsetAngle : MonoBehaviour
+{
+    [SerializeField] Slider slider;
+    [SerializeField] Text text;
+    public static DebugArrowOffsetAngle ins;
+
+    void Start()
+    {
+        ins = this;    
+
+        SetTextBySlider(slider.value);
+        slider.onValueChanged.AddListener(SetTextBySlider);
+    }
+
+    void SetTextBySlider(float value) {
+        text.text = "误差缩放比例: \n" + value.ToString("#0.000");
+    }
+
+    public float GetOffsetScaleValue() {
+        return slider.value;
+    }
+}

+ 11 - 0
Assets/BowArrow/Scripts/Debug/DebugArrowOffsetAngle.cs.meta

@@ -0,0 +1,11 @@
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+guid: 4e9409e338d863b40a8b2ba8fe6b19fc
+MonoImporter:
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+  serializedVersion: 2
+  defaultReferences: []
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+ 20 - 1
Assets/BowArrow/Scripts/Game/Arrow.cs

@@ -90,7 +90,11 @@ public class Arrow : MonoBehaviour
         float finalAngleX = baseAngleX;
         //额外偏移误差角
         float offsetAngleX = FormatAngleX(this.finalAngleAfterOffset.x) - baseAngleX;
-        float offsetAngleY = this.finalAngleAfterOffset.y - this.transform.eulerAngles.y;
+        float offsetAngleY = FormatAngleY(this.finalAngleAfterOffset.y - this.transform.eulerAngles.y);
+        if (DebugArrowOffsetAngle.ins) {
+            offsetAngleX *= DebugArrowOffsetAngle.ins.GetOffsetScaleValue();
+            offsetAngleY *= DebugArrowOffsetAngle.ins.GetOffsetScaleValue();
+        }
 
         if (absoluteRay.transform) {
             bool plusOffsetAngleY = false;
@@ -128,6 +132,7 @@ public class Arrow : MonoBehaviour
                 Vector3 pointer = finalPoint - myPos;
                 pointer = Quaternion.AngleAxis(offsetAngleY, Vector3.up) * pointer;
                 finalPoint = myPos + pointer;
+                this.transform.LookAt(finalPoint);
             }
         } else {
             finalPoint = this.transform.position + this.transform.forward * 100;
@@ -147,6 +152,20 @@ public class Arrow : MonoBehaviour
         return value;
     }
 
+    /**UnityY轴旋转只有0°~360°,两个Y轴旋转相减求得的夹角时会出现>180的情况,该函数就是为了解决这问题 */
+    float FormatAngleY(float value) 
+    {
+        if (Mathf.Abs(value) > 180) {
+            if (value < 0) {
+                return 360f + value; 
+            }
+            if (value > 0) {
+                return 360f - value;
+            }
+        }
+        return value;
+    }
+
     bool IsTargetLayer(GameObject gameObject) {
         return (1 << gameObject.layer) == LayerMask.GetMask("Target");
     }