官方摇杆使用

1.概述

这个小程序主要的功能是利用摇杆操作一个小飞机在屏幕中移动。摇杆使用的是官方提供的joystick.js文件,然后转换成C#语言使用。MainCamera上绑定主脚本main.cs,然后创建一个背景的bg和摇杆的按钮joy,操作中背景是不动的,摇杆按钮是随着手指滑动儿滑动的。背景上添加GUITexture组件,然后拖入图片。摇杆gameobject上添加GUITexture,拖入摇杆按钮图片,然后添加JoystickC.cs组件。这个程序只有打包到手机上才有效果,电脑上是没有效果的。

小飞机图片和摇杆背景图片是网上下载的,摇杆按钮图片是通过Asset->ImportPackage->Standard Assets(Mobile)菜单导入,使用Standard Asset\Textures\JoystickThumb图片。另外,官方的joystick.js文件也在这个资源包中。

2.代码

using UnityEngine;
using System.Collections;


public class Main : MonoBehaviour {

    [SerializeField]
    JoystickC joyStick;
    [SerializeField]
    Texture plane;

    float posX = 0;
    float posY = 0;
    int maxX = 0;
    int maxY = 0;
    float planeSpeed = 1000f;
	// Use this for initialization
	void Start () {
        posX = 100;
        posY = 100;
        maxX = Screen.width - plane.width;
        maxY = Screen.height - plane.height;
	}
	
	// Update is called once per frame
	void Update () {

        var touchKey_x = joyStick.position.x;
        var touchKey_y = joyStick.position.y;

        posX += planeSpeed * touchKey_x * Time.deltaTime;
        posY -= planeSpeed * touchKey_y * Time.deltaTime;
       
        posX = Mathf.Clamp(posX, 0, maxX);
        posY = Mathf.Clamp(posY, 0, maxY);
	}
    void OnGUI()
    {
        GUI.TextArea(new Rect(0, 0, 300, 150), "touchKey_x=" + joyStick.position.x + " touchKey_y=" + joyStick.position.y);
        GUI.TextArea(new Rect(600, 0, 300, 150), "posX=" + posX + " posY=" + posY);
        GUI.DrawTexture(new Rect(posX,posY,128,128),plane);
    }
}

using UnityEngine;
using System.Collections;

public class JoystickC : MonoBehaviour
{

    private Vector2 min = Vector2.zero;
    private Vector2 max = Vector2.zero;

    static private JoystickC[] joysticks;                    // A static collection of all joysticks
    static private bool enumeratedJoysticks = false;
    static private float tapTimeDelta = 0.3f;                // Time allowed between taps

    public bool touchPad;                                     // Is this a TouchPad?
    public Rect touchZone;
    public float deadZone = 0;                                    // Control when position is output
    public bool normalize = false;                             // Normalize output after the dead-zone?
    public Vector2 position;                                     // [-1, 1] in x,y
    public int tapCount;                                            // Current tap count


    private int lastFingerId = -1;                                // Finger last used for this joystick
    private float tapTimeWindow;                            // How much time there is left for a tap to occur
    private Vector2 fingerDownPos;
    private float fingerDownTime;
    private float firstDeltaTime = 0.5f;

    private GUITexture gui;                                // Joystick graphic
    private Rect defaultRect;                                // Default position / extents of the joystick graphic
    // Boundary for joystick graphic
    private Vector2 guiTouchOffset;                        // Offset to apply to touch input
    private Vector2 guiCenter;                            // Center of joystick


    void Awake()
    {
        //gameObject.SetActive(false);
    }

    // Use this for initialization
    void Start()
    {
        // Cache this component at startup instead of looking up every frame
        gui = GetComponent();

        // Store the default rect for the gui, so we can snap back to it
        defaultRect = gui.pixelInset;

        defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5;
        defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;

        transform.position = new Vector3(0, 0, transform.position.z);

        if (touchPad)
        {
            // If a texture has been assigned, then use the rect ferom the gui as our touchZone
            if (gui.texture)
                touchZone = defaultRect;
        }
        else
        {
            // This is an offset for touch input to match with the top left
            // corner of the GUI
            guiTouchOffset.x = defaultRect.width * 0.5F;
            guiTouchOffset.y = defaultRect.height * 0.5F;

            // Cache the center of the GUI, since it doesn't change
            guiCenter.x = defaultRect.x + guiTouchOffset.x;
            guiCenter.y = defaultRect.y + guiTouchOffset.y;

            // Let's build the GUI boundary, so we can clamp joystick movement
            min.x = defaultRect.x - guiTouchOffset.x;
            max.x = defaultRect.x + guiTouchOffset.x;
            min.y = defaultRect.y - guiTouchOffset.y;
            max.y = defaultRect.y + guiTouchOffset.y;
        }
    }

    void Disable()
    {
        gameObject.SetActive(false);
        enumeratedJoysticks = false;
    }

    void ResetJoystick()
    {
        // Release the finger control and set the joystick back to the default position
        gui.pixelInset = defaultRect;
        lastFingerId = -1;
        position = Vector2.zero;
        fingerDownPos = Vector2.zero;

        if (touchPad)
        {
            Color c = gui.color;
            c.a = 0.025f;
            gui.color = c;
        }
    }

    bool IsFingerDown()
    {
        return (lastFingerId != -1);
    }

    void LatchedFinger(int fingerId)
    {
        // If another joystick has latched this finger, then we must release it
        if (lastFingerId == fingerId)
            ResetJoystick();
    }

    void Update()
    {
        if (!enumeratedJoysticks)
        {
            // Collect all joysticks in the game, so we can relay finger latching messages
            joysticks = FindObjectsOfType(typeof(JoystickC)) as JoystickC[];
            enumeratedJoysticks = true;
        }

        int count = Input.touchCount;

        // Adjust the tap time window while it still available
        if (tapTimeWindow > 0)
            tapTimeWindow -= Time.deltaTime;
        else
            tapCount = 0;

        if (count == 0)
        {
            ResetJoystick();
        }
        else
        {
            for (int i = 0; i < count; i++)
            {
                Touch touch = Input.GetTouch(i);
                Vector2 guiTouchPos = touch.position - guiTouchOffset;

                bool shouldLatchFinger = false;
                if (touchPad)
                {
                    if (touchZone.Contains(touch.position))
                        shouldLatchFinger = true;
                }
                else if (gui.HitTest(touch.position))
                {
                    shouldLatchFinger = true;
                }

                // Latch the finger if this is a new touch
                if (shouldLatchFinger && (lastFingerId == -1 || lastFingerId != touch.fingerId))
                {

                    if (touchPad)
                    {
                        Color c = gui.color;
                        c.a = 0.15f;
                        gui.color = c;

                        lastFingerId = touch.fingerId;
                        fingerDownPos = touch.position;
                        fingerDownTime = Time.time;
                    }

                    lastFingerId = touch.fingerId;

                    // Accumulate taps if it is within the time window
                    if (tapTimeWindow > 0)
                    {
                        tapCount++;
                    }
                    else
                    {
                        tapCount = 1;
                        tapTimeWindow = tapTimeDelta;
                    }

                    // Tell other joysticks we've latched this finger
                    foreach (JoystickC j in joysticks)
                    {
                        if (j != null && j != this)
                        {
                            j.LatchedFinger(touch.fingerId);
                        }
                    }
                }

                if (lastFingerId == touch.fingerId)
                {
                    // Override the tap count with what the iPhone SDK reports if it is greater
                    // This is a workaround, since the iPhone SDK does not currently track taps
                    // for multiple touches
                    if (touch.tapCount > tapCount)
                        tapCount = touch.tapCount;

                    if (touchPad)
                    {
                        // For a touchpad, let's just set the position directly based on distance from initial touchdown
                        position.x = Mathf.Clamp((touch.position.x - fingerDownPos.x) / (touchZone.width / 2), -1, 1);
                        position.y = Mathf.Clamp((touch.position.y - fingerDownPos.y) / (touchZone.height / 2), -1, 1);
                    }
                    else
                    {
                        // Change the location of the joystick graphic to match where the touch is
                        position.x = (touch.position.x - guiCenter.x) / guiTouchOffset.x;
                        position.y = (touch.position.y - guiCenter.y) / guiTouchOffset.y;
                    }

                    if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
                        ResetJoystick();
                }
            }
        }

        // Calculate the length. This involves a squareroot operation,
        // so it's slightly expensive. We re-use this length for multiple
        // things below to avoid doing the square-root more than one.
        float length = position.magnitude;


        if (length < deadZone)
        {
            // If the length of the vector is smaller than the deadZone radius,
            // set the position to the origin.
            position = Vector2.zero;
        }
        else
        {
            if (length > 1)
            {
                // Normalize the vector if its length was greater than 1.
                // Use the already calculated length instead of using Normalize().
                position = position / length;
            }
            else if (normalize)
            {
                // Normalize the vector and multiply it with the length adjusted
                // to compensate for the deadZone radius.
                // This prevents the position from snapping from zero to the deadZone radius.
                position = position / length * Mathf.InverseLerp(length, deadZone, 1);
            }
        }

        if (!touchPad)
        {
            // Change the location of the joystick graphic to match the position
            float xx = (position.x - 1) * guiTouchOffset.x + guiCenter.x;
            float yy = (position.y - 1) * guiTouchOffset.y + guiCenter.y;
            gui.pixelInset = new Rect(xx, yy, gui.pixelInset.width, gui.pixelInset.height);
        }
    }

}


官方摇杆使用_第1张图片



绑定main.js脚本

官方摇杆使用_第2张图片

背景图

背景图和按钮图有个地方要特别主要,首先是transform的position要完全一致,然后是Scale要为(0,0,1),最后调整Pixel Inset的值,使得大小位置符合要求。Pixel Insert(像素嵌入)用于像素调整大小和位置,为了使GUI的纹理总是相同的像素大小,你可以设置transform.localScale到Vector3.zero,

UITexture继承自object 基类,因此不同于一般GUI对象,他具备有Object的属性关于pixelInset控制在屏幕位置注意:

GUITexture.pixelInset = Rect (x, y, width, height); 此变量用于划定GUITexture的位置及宽高,Rect中x,y的值都为0的时候,所在的位置居于屏幕中心,即的坐标中心是以屏幕中心为(0,0)坐标,它的正负情况符合二维坐标系的四个象限。

GUITexture的上下位置关系是通过修改Z坐标实现的

transform.position = Vector3.zero;
transform.localScale = Vector3.zero;
guiTexture.pixelInset = Rect (50, 50, 100, 100); 
leftBorder等四个选项的意思是从左(或者其他方向)开始的若干像素不会随着Scale的变化而变形,感觉有点想九宫格的那个东东。

官方摇杆使用_第3张图片

摇杆按钮和控制脚本

官方摇杆使用_第4张图片

运行图和调试


参考:http://www.xuanyusong.com/archives/526

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