UGUI实现Joystick

好激动,终于要写自己的博客了。。。算了 ,确实没啥想说的 直接看代码吧,挺简单的,但是就是不会。。。看了半天别人的代码才懂。。。

using System.Collections.Generic;
using System.Text;
using System;
using UnityEngine.UI;
using UnityEngine.EventSystems;

[ExecuteInEditMode]
public class JoystickControl : MonoBehaviour
{    
	public delegate void JoystickEventHandler(JoystickControl joystick);
	/// <summary>
	/// Pretty self-explanatory, Gets the AxisValues axis value between -1 & 1...
	/// </summary>
	public static Vector2 CurrentAxisValues {  get;private set; }
	/// <summary>
	/// The radius.
	/// </summary>
	private int radius ;
	/// <summary>
	/// joystick background
	/// </summary>
	public Image JoystickBG;
	public Image JoystickFG;
	void Awake()
	{
        RegisetEvent();
	}
    void Start()
    {
        <pre name="code" class="csharp"><span style="white-space:pre">	</span>radius <span style="font-family: Arial, Helvetica, sans-serif;">= (int)JoystickBG.rectTransform.rect.height / 2;</span>
} private void RegisetEvent() {

 
<span style="white-space:pre">	</span>//这里是参考Mono的事件,有兴趣的可以去看一下
        EventTriggerListener.Get(JoystickBG.gameObject).onDown += OnMouseDownBG;
        EventTriggerListener.Get(JoystickBG.gameObject).onUp += OnMouseUpBG;
        EventTriggerListener.Get(JoystickBG.gameObject).onDrag += OnMouseDragBG;
    }

    private void OnMouseDownBG( PointerEventData data)
    {
        CalculateJoystickAxis(data);
      
    }
    private void OnMouseUpBG(PointerEventData go)
    {
        CurrentAxisValues=Vector2.zero;
        JoystickFG.transform.localPosition = Vector3.zero;
    }

    private void OnMouseDragBG(PointerEventData data)
    {
        CalculateJoystickAxis(data );

    }
	/// <summary>
	/// 计算JoystickAxis
	/// </summary>
	/// <returns></returns>
    void CalculateJoystickAxis(PointerEventData data)
	{
        Vector3 pos;
       if( RectTransformUtility.ScreenPointToWorldPointInRectangle(JoystickFG.rectTransform, data.position, data.pressEventCamera, out pos));
       JoystickFG.transform.position = pos;
        Vector3 local = JoystickFG.transform.localPosition;
        if (local.magnitude > radius)
		{
            JoystickFG.transform.localPosition = local.normalized * radius;
		}
        CurrentAxisValues = new Vector2(local.x / radius, local.y / radius);
	}
}


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