Unity mathf.clamp 多个角度范围

Unity mathf.clamp in multiple angle ranges

我想将箭头移动的区域限制在图中所示的 -140 到 -40 度之间,但是如果我将它限制在 - 140 和 -40 分别作为最小值和最大值,它只能让我将箭头移动到红色区域而不是所需的区域,我的意思是我只想在非红色区域移动箭头,如果有人可以帮助我从这段代码开始,不做太多改动,我将不胜感激,谢谢。

编辑:添加了基于条件的临时代码。

explanatory diagram

    Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
    difference.Normalize();
    float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
    //rotationZ = Mathf.Clamp(rotationZ, -140, 180);
    if (rotationZ <= -90 && rotationZ > -140) { rotationZ = -140; }
    if (rotationZ > -90 && rotationZ < -40) { rotationZ = -40; }
    transform.rotation = Quaternion.Euler(0f, 0f, rotationZ);
    
    Debug.Log(rotationZ);
    if (rotationZ < -90 || rotationZ > 90)
        {

        if (rotationZ <= -90 && rotationZ > -140) { rotationZ = -140; }
        if (rotationZ > -90 && rotationZ < -40) { rotationZ = -40; }
        if (myPlayer.transform.eulerAngles.y == 0)
            {

                transform.localRotation = Quaternion.Euler(180, 0, -rotationZ);


            }
            else if (myPlayer.transform.eulerAngles.y == 180)
            {
                transform.localRotation = Quaternion.Euler(180, 180, -rotationZ);
            }


        }
    }
}
    void FixedUpdate()
    {
        
        Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) 
        - transform.position;
        difference.Normalize();
        float rotationZ = Mathf.Atan2(difference.y, difference.x) * 
        Mathf.Rad2Deg;

        if (rotationZ <= -90 && rotationZ > -140) { rotationZ = -140; }
        else if (rotationZ > -90 && rotationZ < -40) { rotationZ = -40; }

        transform.rotation = Quaternion.Euler(0f, 0f, rotationZ);

        if (rotationZ < -90 || rotationZ > 90)
        {
            if (rotationZ <= -90 && rotationZ > -140) { rotationZ = -140; }
            else if (rotationZ > -90 && rotationZ < -40) { rotationZ = -40; }

            if (myPlayer.transform.eulerAngles.y == 0)
            {
                    transform.localRotation = Quaternion.Euler(180, 0, - 
                    rotationZ);
            }
            else if (myPlayer.transform.eulerAngles.y == 180)
            {
                    transform.localRotation = Quaternion.Euler(180, 180, - 
                    rotationZ);
            }
        }
    }
}
private readonly float deadZone = Mathf.Sin(-40 * Mathf.Deg2Rad);
private Vector3 rightDeadZoneEnd = new Vector3(Mathf.Cos(-40 * Mathf.Deg2Rad), Mathf.Sin(-40 * Mathf.Deg2Rad), 0);
private Vector3 leftDeadZoneEnd = new Vector3(Mathf.Cos(-140 * Mathf.Deg2Rad), Mathf.Sin(-140 * Mathf.Deg2Rad), 0);

private void Update()
{
    Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
    direction.Normalize();
        
    if (direction.y < deadZone)
    {
        if (direction.x >= 0)
        {
            direction = rightDeadZoneEnd;
        }
        else
        {
            direction = leftDeadZoneEnd;
        }
    }

    if (direction.x < 0)
    {
        transform.localScale = new Vector3(1, -1, 1);
    }
    else
    {
        transform.localScale = Vector3.one;
    }

    direction = Quaternion.Euler(0, 0, 90) * direction;

    transform.localRotation = Quaternion.LookRotation(Vector3.forward, direction);
}