unity3d 虚拟摇杆

本文介绍了一个使用Unity和C#实现的虚拟摇杆组件,该组件可在触摸屏设备上模拟传统游戏手柄的输入行为。文章详细展示了如何通过代码创建背景框与小球来模拟摇杆的操作,并解释了其工作原理,包括如何处理按下、拖动及释放等事件。
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using UnityEngine;
using System.Collections;

public class CcJoystick : MonoBehaviour
{
    public Transform m_Bg;//背景框框
    public Transform m_Icon;//小球
    float m_fRadius = 100f;//大圆半径

    private bool IsDown = false;
    private bool IsIn = false;

    void Awake()
    {
        onTouchEnd();
    }

    void OnPress(bool pressed)
    {

        if (enabled && gameObject.activeSelf && m_Icon && m_Bg)
        {
            IsDown = true;
            if (pressed)
            {
                m_Icon.parent.gameObject.SetActive(true);
                Vector2 clickPos = Input.mousePosition;
                m_Icon.localPosition = new Vector3(clickPos.x, clickPos.y, m_Icon.localPosition.z);
                m_Bg.localPosition = new Vector3(clickPos.x, clickPos.y, m_Icon.localPosition.z);
              
                OnDrag(Vector2.zero);
            }
            else
            {
               onTouchEnd();
            }
        }
    }
    float m_fMoveSpeed = 50f;
    public void OnDrag(Vector2 delta)
    {
        if (enabled && gameObject.activeSelf && m_Icon && m_Bg)
        {
            Vector2 clickPos = Input.mousePosition;
            m_Icon.localPosition = new Vector3(clickPos.x, clickPos.y, m_Icon.localPosition.z);

            if (GetRadius() <= m_fRadius)
            {
                IsIn = true;
            }
            if (GetRadius() > m_fRadius)
            {
                //*(大圆半径-小圆半径)
                Vector3 toPos = new Vector3((Mathf.Cos(GetRockerDir()) * (m_fRadius - 20)), 
                    (Mathf.Sin(GetRockerDir()) * (m_fRadius - 20)), 0);

                m_Bg.localPosition = toPos;//Vector3.Lerp(m_Bg.localPosition, toPos, m_fMoveSpeed); 
            }
            UpdatePlayerMove();
          
        }
    }
 
   void UpdatePlayerMove() 
   {
       if (!IsIn || !IsDown || null == m_Bg || null == m_Icon)
        return;

       fX = (Mathf.Cos(GetRockerDir()) * GetRadius());
       fY = (Mathf.Sin(GetRockerDir()) * GetRadius());
       //在此处更新玩家位置<span style="font-family: Arial, Helvetica, sans-serif;">即可</span>fX fY 如player.x = fX;
    }     
      private void onTouchEnd()
      {
          if (null == m_Icon || null == m_Bg)
              return;

           m_Icon.parent.gameObject.SetActive(false);
           IsIn = IsDown = false;
           m_Icon.localPosition = m_Bg.localPosition = Vector3.zero;
           
      }
      private float GetRockerDir()
      {
          return Mathf.Atan2(m_Icon.localPosition.y - m_Bg.localPosition.y, m_Icon.localPosition.x - m_Bg.localPosition.x);
      }
      private float GetRadius()
      {
          return Mathf.Sqrt(Mathf.Pow((m_Icon.localPosition.x - m_Bg.localPosition.x), 2) +
              Mathf.Pow((m_Icon.localPosition.y - m_Bg.localPosition.y), 2));
      }
      void OnDestroy()
      {
          onTouchEnd();
      }
}



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