Unity3d实验班(1)--游戏摇杆

它的原理就是利用ScrollRect来限制摇块的摇动区域,但是ScrollRect是矩形的,我们的摇杆的摇动区域应该是个圆形的才对。所以顺着这个思路我们可以写个类继承ScrollRect,自己稍做处理就ok

如下图所示, ScrollCircleMove就是摇杆的背景, 里面的Image就是摇杆块。

Unity3d实验班(1)--游戏摇杆_第1张图片
image

代码如下:

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

public class ScrollCircleMove : ScrollRect
{
    public float m_Speed = 10f;
    public GameObject m_Player;
    private Animator m_Animator;
    private Vector3 m_PlayerDir;//摇杆方向
    private bool m_bDrag = false;
    protected float m_Radius = 0f;

    protected override void Start()
    {
        base.Start();
        // 能移动的半径 = 摇杆的宽 * Dis
        m_Radius = (transform as RectTransform).sizeDelta.x * 0.5f;

        m_Player = GameObject.FindGameObjectWithTag("Player");
        m_Animator = m_Player.GetComponent();
        m_Speed = 5f;
    }

    //摇杆控制的核心部分
    public override void OnDrag(UnityEngine.EventSystems.PointerEventData eventData)
    {
        base.OnDrag(eventData);
        // 获取摇杆,根据锚点的位置
        var contentPostion = this.content.anchoredPosition;

        // 判断摇杆的位置 是否大于 半径
        if (contentPostion.magnitude > m_Radius)
        {
            // 设置摇杆最远的位置
            contentPostion = contentPostion.normalized * m_Radius;
            SetContentAnchoredPosition(contentPostion);
        }

        // 获取摇杆方向 
        m_PlayerDir = content.anchoredPosition.normalized;
    }

    public override void OnBeginDrag(PointerEventData eventData)
    {
        base.OnBeginDrag(eventData);
        m_bDrag = true;
        m_Animator.SetBool("Move", true);
    }

    public override void OnEndDrag(PointerEventData eventData)
    {
        base.OnEndDrag(eventData);
        m_bDrag = false;
        m_Animator.SetBool("Move", false);
    }

    void Update()
    {
        if (m_bDrag)
        {
            m_Player.GetComponent().MovePosition(m_Player.transform.position + new Vector3(m_PlayerDir.x, 0, m_PlayerDir.y) * Time.deltaTime * m_Speed);

        }
    }
}

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