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Question Clock hands

Discussion in 'Scripting' started by Logerman, Dec 2, 2023.

  1. Logerman


    Nov 17, 2021
    I'm trying to set up the clock in such a way that I can drag the minute and hour hands using LMB. And when they get into the right position (indicate the right time), my event will work. But I absolutely can’t figure out how to drag the arrows
    using UnityEngine;
    public class ClockController : MonoBehaviour
    public Transform hourHand;
    public Transform minuteHand;
    private const float degreesPerHour = 6f;
    private const float degreesPerMinute = 6f;
    private Vector3 clockCenter;
    private bool isDragging = false;
    void Start()
    clockCenter = transform.position;
    SetClockHandsRotation(30, 0);
    void Update()
    if (Input.GetMouseButtonDown(0))
    isDragging = true;
    if (isDragging)
    Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
    mousePosition.z = 0;
    Vector3 direction = mousePosition - clockCenter;
    float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
    float roundedAngle = Mathf.Round(angle / 30f) * 30f;

    hourHand.rotation = Quaternion.Euler(0, 0, +roundedAngle);
    minuteHand.rotation = Quaternion.Euler(0, 0, +roundedAngle);
    if (Input.GetMouseButtonUp(0))
    isDragging = false;
    void SetClockHandsRotation(float hours, float minutes)
    float hourRotation = hours * degreesPerHour;
    float minuteRotation = minutes * degreesPerMinute;
    hourHand.rotation = Quaternion.Euler(0, 0, +hourRotation);
    minuteHand.rotation = Quaternion.Euler(0, 0, -minuteRotation);
  2. Kurt-Dekker


    Mar 16, 2013
    Attached is a rotate via z-dragging script to get you started on the rotation.

    Structure things so you can drag any particular arm and it becomes the controlling source of data, then scale the other arm to do the right proportional thing.

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    Attached Files:

    Logerman likes this.