Unity 3D 使用 UGUI 创建摇杆 的简易代码

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

public class JoyStickS : MonoBehaviour
{
    public class JoystickInputS
    {
        public Quaternion Quaternion;
        public float Distance;
        public float MaxDistance;
    }

    public JoystickInputS inputS;
    public int MaxDistance = 100;
    public Image Mover;
    public Camera uiCamera;
    private Vector3 StartPos;
    private Vector2 FirstPos;
    private Vector2 dir;
    private bool isDownFirst = false;
    private RectTransform thisRT;
    private RectTransform baseRect;

    private void Awake()
    {
        inputS = new JoystickInputS();
        inputS.MaxDistance = MaxDistance;
        StartPos = transform.localPosition;
        thisRT = GetComponent<RectTransform>();
        baseRect = transform.parent.GetComponent<RectTransform>();
    }

    public float GetDistance()
    {
        return inputS.Distance;
    }

    public Vector2 GetValue()
    {
        return dir;
    }

    private void Update()
    {
        if (!IsClickOverUI())
        {
            if (Input.GetKeyDown(KeyCode.Mouse0))
            {
                OnPointerDown(new Vector2(Input.mousePosition.x, Input.mousePosition.y));
            }
        }
            if (Input.GetKey(KeyCode.Mouse0))
            {
                OnDrag(new Vector2(Input.mousePosition.x, Input.mousePosition.y));
            }
            if (Input.GetKeyUp(KeyCode.Mouse0))
            {
                OnPointerUp();
            }
    }

    private void OnPointerDown(Vector2 mousePos)
    {
        FirstPos = mousePos;
        thisRT.anchoredPosition = ScreenPointToAnchoredPosition(mousePos);
        isDownFirst = true;
    }

    private Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition)
    {
        Vector2 localPoint = Vector2.zero;
        RectTransformUtility.ScreenPointToLocalPointInRectangle(baseRect, screenPosition, uiCamera, out localPoint);
        return localPoint;
    }

    private void OnDrag(Vector2 DragPos)
    {
        if (!isDownFirst)
        {
            return;
        }
        dir = (DragPos - FirstPos).normalized;
        if (dir != Vector2.zero)
        {
            inputS.Quaternion = Quaternion.LookRotation(dir, Vector3.back);
            inputS.Distance = Mathf.Clamp(Vector3.Distance(DragPos, FirstPos), 0, inputS.MaxDistance);
            if (Mover != null)
            {
                Mover.transform.localPosition = inputS.Quaternion * Vector3.forward * inputS.Distance;
            }
        }
    }

    private void OnPointerUp()
    {
        inputS.Distance = 0;
        if (Mover != null)
        {
            Mover.transform.localPosition = Vector3.zero;
        }
        transform.localPosition = StartPos;
        isDownFirst = false;
    }

    private bool IsClickOverUI()
    {
        bool pointerOverUI = false;
#if UNITY_EDITOR
        pointerOverUI = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_ANDROID || UNITY_IOS
        if (Input.touchCount > 0)
        {
            pointerOverUI = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
        }
#endif
        return pointerOverUI;
    }
}

可以获取朝向,距离,点哪出现在那。 

一个需要注意的点是,摇杆的相关Image的射线点击要取消勾选。

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