Unity用UGUI做虚拟摇杆-创新互联
一.首先点击UI创建两个Image,将Image的Source Image改成自己想要的Texture即可,然后在Canvas下创建一空物体,将两个Image放在空物体下作为他的子对象;
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using UnityEngine; using System.Collections; using UnityEngine.UI; using UnityEngine.EventSystems; public class JoyStick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler//需要注意继承的接口,接口内的方法需要实现 { ////// 摇杆大半径 /// 以像素为单位 /// public float JoyStickRadius = 50; ////// 摇杆重置所诉 /// public float JoyStickResetSpeed = 5.0f; ////// 当前物体的Transform组件 /// private RectTransform selfTransform; ////// 是否触摸了虚拟摇杆 /// private bool isTouched = false; ////// 虚拟摇杆的默认位置 /// private Vector2 originPosition; ////// 虚拟摇杆的移动方向 /// private Vector2 touchedAxis; public Vector2 TouchedAxis { get { if (touchedAxis.magnitude < JoyStickRadius) return touchedAxis.normalized / JoyStickRadius; return touchedAxis.normalized; } } ////// 定义触摸开始事件委托 /// public delegate void JoyStickTouchBegin(Vector2 vec); ////// 定义触摸过程事件委托 /// /// 虚拟摇杆的移动方向 public delegate void JoyStickTouchMove(Vector2 vec); ////// 定义触摸结束事件委托 /// public delegate void JoyStickTouchEnd(); ////// 注册触摸开始事件 /// public event JoyStickTouchBegin OnJoyStickTouchBegin; ////// 注册触摸过程事件 /// public event JoyStickTouchMove OnJoyStickTouchMove; ////// 注册触摸结束事件 /// public event JoyStickTouchEnd OnJoyStickTouchEnd; void Start() { //初始化虚拟摇杆的默认方向 selfTransform = this.GetComponent(); originPosition = selfTransform.anchoredPosition; } public void OnPointerDown(PointerEventData eventData) { isTouched = true; touchedAxis = GetJoyStickAxis(eventData); if (this.OnJoyStickTouchBegin != null) this.OnJoyStickTouchBegin(TouchedAxis); } public void OnPointerUp(PointerEventData eventData) { isTouched = false; selfTransform.anchoredPosition = originPosition; touchedAxis = Vector2.zero; if (this.OnJoyStickTouchEnd != null) this.OnJoyStickTouchEnd(); } public void OnDrag(PointerEventData eventData) { touchedAxis = GetJoyStickAxis(eventData); if (this.OnJoyStickTouchMove != null) this.OnJoyStickTouchMove(TouchedAxis); } void Update() { //当虚拟摇杆移动到大半径时摇杆无法拖动 //为了确保被控制物体可以继续移动 //在这里手动触发OnJoyStickTouchMove事件 if (isTouched && touchedAxis.magnitude >= JoyStickRadius) { if (this.OnJoyStickTouchMove != null) this.OnJoyStickTouchMove(TouchedAxis); } //松开虚拟摇杆后让虚拟摇杆回到默认位置 if (selfTransform.anchoredPosition.magnitude > originPosition.magnitude) selfTransform.anchoredPosition -= TouchedAxis * Time.deltaTime * JoyStickResetSpeed; } /// /// 返回虚拟摇杆的偏移量 /// ///The joy stick axis. /// Event data. private Vector2 GetJoyStickAxis(PointerEventData eventData) { //获取手指位置的世界坐标 Vector3 worldPosition; if (RectTransformUtility.ScreenPointToWorldPointInRectangle(selfTransform, eventData.position, eventData.pressEventCamera, out worldPosition)) selfTransform.position = worldPosition; //获取摇杆的偏移量 Vector2 touchAxis = selfTransform.anchoredPosition - originPosition; //摇杆偏移量限制 if (touchAxis.magnitude >= JoyStickRadius) { touchAxis = touchAxis.normalized * JoyStickRadius; selfTransform.anchoredPosition = touchAxis; } return touchAxis; } }
二.接下来,就是拖拽p_w_picpath使物体能够移动了;
为该物体添加脚本:
using UnityEngine; using System.Collections; public class JoyStick3D : MonoBehaviour { private JoyStick js; void Start() { js = GameObject.FindObjectOfType(); js.OnJoyStickTouchBegin += OnJoyStickBegin; js.OnJoyStickTouchMove += OnJoyStickMove; js.OnJoyStickTouchEnd += OnJoyStickEnd; } void OnJoyStickBegin(Vector2 vec) { Debug.Log("开始触摸虚拟摇杆"); } void OnJoyStickMove(Vector2 vec) { Debug.Log("正在移动虚拟摇杆"); //设置角色朝向 Quaternion q = Quaternion.LookRotation(new Vector3(vec.x, 0, vec.y)); transform.rotation = q; //移动角色 transform.Translate(Vector3.forward * 75f * Time.deltaTime); } void OnJoyStickEnd() { Debug.Log("触摸移动摇杆结束"); } void OnGUI() { GUI.Label(new Rect(30, 30, 200, 30), "3D模式下的虚拟摇杆测试"); } }
三.接着可以试着运行,可以看到物体可以随着p_w_picpath的拖动而移动,但是有不好的地方,就是拖拽的p_w_picpath超过半径所设置的半径JoyStickRadius时,p_w_picpath的位置就会固定在一个位置不动,
而且当在半径范围内时,物体不会持续移动,这个就不好了,不知道有那位大神能够邦杰呢?
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