Demo试玩(Kongregate既然也有广告时间了 --!)http://www.kongregate.com/games/zhaoqingqing/2d-touch-movement
操作步骤
1、下载素材 http://pan.bai du.com/s/1gdkQz8v
2、新建三个GUITexture(Joystick)及一个Sprite(Nyan)
场景搭建
3、创建背景及Platform(添加BoxCollider2D)
TouchControls.cs
4、创建脚本 TouchControls.cs
using UnityEngine;
using System.Collections;
public class TouchControls : MonoBehaviour {
//gui Textures
public GUITexture guiLeft;
public GUITexture guiRight;
public GUITexture guiJump;
//moement variables
public float moveSpeed = 5f;
public float jumpForce = 50f;
public float maxJumpVelocity = 2f;
private bool moveLeft, moveRight, doJump = false;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//check to see if the screen is being touched
if (Input.touchCount > 0)
{
Touch t = Input.GetTouch(0);//get the touch info
//did the touch active just begin?
if (t.phase == TouchPhase.Began)
{
//are we touching the left arrow?
if (guiLeft.HitTest(t.position, Camera.main))
{
Debug.Log("Touching left Control");
moveLeft = true;
}
if (guiRight.HitTest(t.position, Camera.main))
{
Debug.Log("Touching right Control");
moveRight = true;
}
if (guiJump.HitTest(t.position, Camera.main))
{
Debug.Log("Touching jump Control");
doJump = true;
}
}
//did the touch end?
if (t.phase == TouchPhase.Ended)
{
doJump = moveLeft = moveRight = false;
rigidbody2D.velocity = Vector2.zero;
}
}
//is the left mouse button down?
if (Input.GetMouseButtonDown(0))
{
if (guiLeft.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("touching left control");
moveLeft = true;
}
if (guiRight.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("touching right control");
moveRight = true;
}
if (guiJump.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("touching jump control");
doJump = true;
}
}
if (Input.GetMouseButtonUp(0))
{
doJump = moveLeft = moveRight = false;
rigidbody2D.velocity = Vector2.zero;
}
}
void FixedUpdate()
{
if (moveLeft)
{
rigidbody2D.velocity = -Vector2.right * moveSpeed;
}
if (moveRight)
{
rigidbody2D.velocity = Vector2.right * moveSpeed;
}
if (doJump)
{
If we have not reached the maximum jump velocity, keep applying force.
if (rigidbody2D.velocity.y < maxJumpVelocity)
{
rigidbody2D.AddForce(Vector2.up * jumpForce);
}
else
{
//otherwise stop jumping
doJump = false;
}
}
}
}