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Question by mangozz · Mar 16, 2019 at 06:41 PM · c#ui

Why is my item select wheel when analog is straight

Hello, Ive had help creating this selection wheel and it works apart from that if my analog is pointing in a straight line, for example straight down or straight left/right then the item that is selected is the first one (yellow). Does anyone know why this is? Thanksalt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class ColourWheel : MonoBehaviour
 {
 
     public Image[] RadialMenuPieces;
     //holds each separate UI image
     //put in order from the right most going counter clockwise 
 
     public bool FirstCenteredX = true;  //is the first item cetnered on x axis?
     float StartDegreesFirstItem = 0;
     //this is the smallest degree measure that the first menu item begins at
     //it is possible that our first item is below zero degrees,  
     ///use negatives to indicate
     //this number should be 0 or lower for the code to work
 
     float Pointing = 0; //variable that stores the direction our user is pointing in degrees
     float DegreesPerItem;
     float OverflowFirstItem;
     float NumberInMenu;  //total number of options in the radial menu
     int MyItem = -1; //current item pointing at
 
     private ColourController colourcontroller;
 
     void Start()
     {
         colourcontroller = GameObject.Find("player").GetComponent<ColourController>();
 
         NumberInMenu = RadialMenuPieces.Length;
         DegreesPerItem = 360 / NumberInMenu;  //hold many degrees per slice of the radial menu
 
         //if the first item goes below zero degrees, determine by how much
         if (FirstCenteredX)
         {
             StartDegreesFirstItem = 0 - DegreesPerItem / 2;
             OverflowFirstItem = 360 - StartDegreesFirstItem;
         }
         else
         {
             OverflowFirstItem = 0;
             StartDegreesFirstItem = 0;
         }
 
     }
 
     void Update()
     {
         Pointing = Angle(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //returns the angle of pointing
         int MyItem = WhichItem(Pointing); //returns the array value of the menu item pointing at
 
         //change the main color based on which is being pointed at
         HighlightMenu(MyItem);
     }
 
     void HighlightMenu(int which)
     {
         if (NumberInMenu <= 0) return;
         for (int n = 0; n < NumberInMenu; n++)
         {
             if (n == which)
             {
                 RadialMenuPieces[n].color = Color.white;
             }
             else
             {
                 RadialMenuPieces[n].color = Color.gray;
             }
             if (n == 1)
             {
                 if (Input.GetKeyUp(KeyCode.Joystick1Button4))
                 {
                     colourcontroller.red = true;
                 }
             }
         }
     }
     float Angle(float x, float y)
      {
          //we will use -1 to mean no input
          //otherwise return an angle between 0 and 360 inclusive
          float RefAngle = Mathf.Abs(Mathf.Rad2Deg * Mathf.Atan2(y, x));
          float MainAngle = 0;
          if (y == 0 && x == 0) MainAngle = -1; //not pointing at anything, centered
          if (y < 0 && x != 0) MainAngle = 360 - RefAngle; //somewhere between 180 and 360 but not 270
          if (y > 0 && x != 0) MainAngle = RefAngle;  //somewhere between 0 and 180 but not 90;
          if (y == 0 && x == 1) MainAngle = 0; //pointing right
          if (y == 1 && x == 0) MainAngle = 90; //pointing up
          if (y == 0 && x == -1) MainAngle = 180; //pointing left
          if (y == -1 && x == 0) MainAngle = 270;  //pointing down
          return MainAngle;
      }
  
      int WhichItem(float Ang)
      {
          //check if there are even any menu items to prevent errors
          if (NumberInMenu <= 0 || Ang<0) return -1;  //we will use -1 to mean nothing selected
                  
          //first check if we are point at the first item as it can cross between the first axis
          if (Ang < StartDegreesFirstItem + DegreesPerItem || Ang > OverflowFirstItem) return 0; //first item
  
          int WhichOne = -1; //default to nothing selected
          
          for (int i=0; i<=NumberInMenu;i++)
          {
              if(Ang>i*DegreesPerItem+StartDegreesFirstItem && Ang < i * DegreesPerItem + DegreesPerItem+StartDegreesFirstItem)
              {
                  WhichOne = i;
              }
          }
  
          return WhichOne; //we aren't pointing at anything
      }
  }


wheel.png (111.5 kB)
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