Unity3D 自带摇杆 拓展, CrossPlatformInputManager

在新版本的 Unity中 有一个叫做  CrossPlatformInputManager 的东西,用过自带摇杆和按钮的朋友们应该都知道哈

应为 源码中的 CrossPlatformInputManager 用起来不是很顺手,他好像是方形的,但是他能很好的和 unity 自带的 Input 组件很好的结合。所以准备拓展他一下。

直接上源码哈


using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.EventSystems;
using UnityStandardAssets.CrossPlatformInput;

public class JoyStick : MonoBehaviour , IPointerDownHandler, IPointerUpHandler, IDragHandler {

	[Header("最大移动距离")]
	public  int      maxMoveDistance    = 100;
	public  string   horizontalAxisName = "Horizontal";
	public  string   verticalAxisName   = "Vertical";
	//摇杆移动位置
	private Vector3  moveToPosition;
	//摇杆初始位置
	private Vector3  stickOriginPosition;
	//摇杆移动距离
	private float    distanceOriginToDrag;
	private  RectTransform TouchAtlas;
	[SerializeField]
	[Header("摇杆位移比例")]
	private Vector2 deltaPosition;
	public  CrossPlatformInputManager.VirtualAxis virtualAxisHorizontal;
	public  CrossPlatformInputManager.VirtualAxis virtualAxisVertical;

	// Use this for initialization
	void Start () {
		
		TouchAtlas = transform.GetComponent<RectTransform> ();
		stickOriginPosition = TouchAtlas.anchoredPosition3D;
		virtualAxisHorizontal = new CrossPlatformInputManager.VirtualAxis ( horizontalAxisName ); 
		virtualAxisVertical   = new CrossPlatformInputManager.VirtualAxis ( verticalAxisName );
		CrossPlatformInputManager.RegisterVirtualAxis ( virtualAxisHorizontal );
		CrossPlatformInputManager.RegisterVirtualAxis ( virtualAxisVertical   );

	}
		
	void Update()
	{
		distanceOriginToDrag = Vector3.Distance (    TouchAtlas.anchoredPosition3D, stickOriginPosition  );
		if (distanceOriginToDrag >= maxMoveDistance) {
			moveToPosition = stickOriginPosition + ( TouchAtlas.anchoredPosition3D - stickOriginPosition ) * maxMoveDistance / distanceOriginToDrag;
			TouchAtlas.anchoredPosition3D = moveToPosition;
		} 
	}

	public void OnDrag (PointerEventData eventData)
	{

		TouchAtlas.anchoredPosition  +=  eventData.delta*2;

		deltaPosition.x = (  TouchAtlas.anchoredPosition3D.x - stickOriginPosition.x )/ maxMoveDistance;
		deltaPosition.y = (  TouchAtlas.anchoredPosition3D.y - stickOriginPosition.y )/ maxMoveDistance;
		UpdateVirtualAxes ( deltaPosition );
	}

	public void OnPointerDown (PointerEventData eventData)
	{
		Debug.Log ("OnPointerDown");
	}

	public void OnPointerUp (PointerEventData eventData)
	{
		Debug.Log ("OnPointerUp");
		UpdateVirtualAxes ( Vector2.zero );
		TouchAtlas.anchoredPosition3D = stickOriginPosition;
	}

	void UpdateVirtualAxes(Vector2 value)
	{
		virtualAxisHorizontal.Update(value.x);
		virtualAxisVertical.Update(value.y);
	}
}

这样用起来就比较爽了哈

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