unity3d 反射获取面板的Rotation的值
//获取到旋转的正确数值
public Vector3 GetInspectorRotationValueMethod(Transform transform)
{
// 获取原生值
System.Type transformType = transform.GetType();
PropertyInfo m_propertyInfo_rotationOrder = transformType.GetProperty("rotationOrder", BindingFlags.Instance | BindingFlags.NonPublic);
object m_OldRotationOrder = m_propertyInfo_rotationOrder.GetValue(transform, null);
MethodInfo m_methodInfo_GetLocalEulerAngles = transformType.GetMethod("GetLocalEulerAngles", BindingFlags.Instance | BindingFlags.NonPublic);
object value = m_methodInfo_GetLocalEulerAngles.Invoke(transform, new object[] { m_OldRotationOrder });
string temp = value.ToString();
//将字符串第一个和最后一个去掉
temp = temp.Remove(0, 1);
temp = temp.Remove(temp.Length - 1, 1);
//用‘,’号分割
string[] tempVector3;
tempVector3 = temp.Split(',');
//将分割好的数据传给Vector3
Vector3 vector3 = new Vector3(float.Parse(tempVector3[0]), float.Parse(tempVector3[1]), float.Parse(tempVector3[2]));
return vector3;
}
旋转物体并且限制角度
float eulerAngle = GetInspectorRotationValueMethod(transform).x - rotaSpeed * Time.deltaTime;
ulerAngle = Mathf.Clamp(eulerAngle, -170, 170);
transform.localEulerAngles = new Vector3(eulerAngle, 0, 0);
但是这种方式在打包发布之后就失灵了,因为GetProperty获取到的值是null的
无奈只能用transform.localEulerAngles了
transform.localEulerAngles
真香