Unity摇杆练习

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class Rocker : MonoBehaviour,IBeginDragHandler,IDragHandler,IEndDragHandler
{
    public Image bg;
    public Image kuai;
    Vector3 startpos = new Vector3();
    Vector3 eular = new Vector3();
    public static GameObject player;
    bool isrun = false;
    float speed = 0;
    void Start()
    {
        startpos = kuai.transform.position;
        //GetPlayer("player_1");
        
    }
    public static void GetPlayer(string name)
    {
        player = GameObject.Find(name);
    }
    // Update is called once per frame
    void Update()
    {
        if (isrun)
        {
            player.transform.Translate(Vector3.forward * Time.deltaTime * speed / 10);
        }
    }
    public void OnBeginDrag(PointerEventData eventData)
    {
        eular = player.transform.eulerAngles;
        isrun = true;

    }
    public void OnDrag(PointerEventData eventData)
    {
        if (Vector3.Distance(Input.mousePosition, startpos) > 50)
        {
            kuai.transform.position = startpos + (Input.mousePosition - startpos).normalized * 50;

        }
        else
        {
            kuai.transform.position = Input.mousePosition;

        }
        float x1 = kuai.transform.position.x - startpos.x;
        float y1 = kuai.transform.position.y - startpos.y;
        float ang = Mathf.Atan(x1 / y1) * Mathf.Rad2Deg;
        speed = Vector3.Distance(kuai.transform.position, startpos);

        if (y1 < 0)
        {
            ang += 180;
        }
        else if (x1 < 0)
        {
            ang += 360;
        }
        player.transform.eulerAngles = (Camera.main.transform.eulerAngles.y + ang) * Vector3.up;
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        kuai.transform.position = startpos;
        isrun = false;
    }
}


 

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