Unity(摇杆移动)

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class JoyStick : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
    [Header("摇杆移动半径")]
    public float joyStickRadius = 45;
    [Header("移动速度")]
    public float speed = 3f;

    private CharacterController player;

    /// <summary>
    /// 摇杆初始位置
    /// </summary>
    private Vector3 originPos;
    /// <summary>
    /// 拖动距离
    /// </summary>
    private float distance;

    /// <summary>
    /// 移动向量
    /// </summary>
    private Vector3 moveDir;
    /// <summary>
    /// 圆心指向鼠标位置的方向向量
    /// </summary>
    private Vector3 dir;
    /// <summary>
    /// 上一帧的鼠标坐标
    /// </summary>
    private Vector3 previoursMousePosition;

    private void Awake()
    {
        player = GameObject.FindWithTag("Player").GetComponent<CharacterController>();
    }

    private void Start()
    {
        originPos = transform.position;
    }

    private void Update()
    {
        PlayerControl();
    }

    public void OnBeginDrag(PointerEventData eventData)
    {
        //  存储拖拽第一帧的鼠标坐标
        previoursMousePosition = Input.mousePosition;
    }

    public void OnDrag(PointerEventData eventData)
    {
        //  求移动向量
        moveDir = Input.mousePosition - previoursMousePosition;

        //  保存当前帧的鼠标坐标,提供给下一帧进行运算
        previoursMousePosition = Input.mousePosition;

        //  求方向向量
        dir = Input.mousePosition - originPos;
        //  计算鼠标与原点的距离
        //  distance = Vector3.Distance(Input.mousePosition, originPos);
        distance = dir.magnitude;

        if (distance<joyStickRadius)
        {
            transform.position = Input.mousePosition;
        }
        else
        {
            //  求圆心指向摇杆位置的方向向量
            transform.position = dir.normalized * joyStickRadius + originPos;
        }
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        //  摇杆回归原始位置
        transform.position = originPos;
        //  方向向量归零
        dir = Vector3.zero ;
        moveDir = Vector3.zero;
    }

    public void PlayerControl()
    {
        //player.position += new Vector3(dir.x,0,dir.y).normalized * Time.deltaTime *                 
        speed;
        //  一般使用SimpleMove
        player.SimpleMove(new Vector3(dir.x, 0, dir.y).normalized * Time.deltaTime * 
        speed);

        //if (moveDir.magnitude == 0)
        //{
        //    player.SimpleMove(new Vector3(dir.x, 0, dir.y).normalized * Time.deltaTime 
              * speed);
        //}
        //else
        //{
        //    player.SimpleMove(new Vector3(moveDir.x, 0, moveDir.y).normalized * 
              Time.deltaTime * speed);
        //}
    }
}

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