Unity 实现摇杆

将该脚本挂在摇杆内部的小圆上:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class HandlerController : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
{
    public bool isDragging = false;
    public const int largeCircleRadius = 90;
    public const int littleCircleRadius = 30;
    public Vector2 dragPos = new Vector2(0, 0);
    private Vector2 initPos = new Vector2(0, 0);
    private Vector2 rawEventPos = new Vector2(0, 0);

    public Camera uiCamera = null;
    // Start is called before the first frame update
    void Start()
    {
        initPos = uiCamera.WorldToScreenPoint(transform.position); //摇杆初始位置的屏幕坐标
        //initPos.x *= initPos.x * Screen.width;
        //initPos.y *= initPos.y * Screen.height;
    }

    // Update is called once per frame
    void Update()
    {

    }

    public void OnDrag(PointerEventData eventData)
    {
        rawEventPos = eventData.position; //拖动位置的屏幕坐标
        dragPos = new Vector2(rawEventPos.x - initPos.x, rawEventPos.y - initPos.y); //摇杆相对初始位置的坐标
        float dragPosRadius = dragPos.magnitude;
        if (dragPosRadius >= largeCircleRadius - littleCircleRadius)
        {
            dragPos.Normalize();
            dragPos = dragPos * (largeCircleRadius - littleCircleRadius);
        }
        transform.localPosition = dragPos;
    }

    public void OnBeginDrag(PointerEventData eventData)
    {
        this.isDragging = true;
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        this.isDragging = false;
        transform.localPosition = new Vector2(0, 0);
    }
}

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