角色移动代码
锚点必须设置正确否则会偏移
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class Rocker : MonoBehaviour,IEndDragHandler,IDragHandler
{
public static Vector2 offset;//角色需要用的位置
public RectTransform bar;//摇杆
public RectTransform rocker;//摇杆底座
public float r;
public void OnDrag(PointerEventData eventData)
{
Vector2 pos = eventData.position - rocker.anchoredPosition;//求摇杆相对遥感底座的位置
Debug.Log(eventData.position);
//pos 是当前位置 r是限制最大的范围
bar.anchoredPosition = Vector2.ClampMagnitude(pos,r);//防止拉出摇杆底座
offset = bar.anchoredPosition / r;//求遥感与遥感底座的比值 比值-1 到 1;
}
public void OnEndDrag(PointerEventData eventData)
{
bar.anchoredPosition = Vector2.zero;//遥感位置清0
offset = Vector2.zero;//清零 不然角色会一直移动
}
// Start is called before the first frame update
void Start()
{
rocker = GetComponent<RectTransform>();//获得矩形类
r = rocker.rect.width < rocker.rect.height ? rocker.rect.width / 2 : rocker.rect.height / 2;//根据矩形宽高选择半径
}
}