学习Unity脚本推荐:Unity3D官网索引
Joystick在手游开发中非常常见,也就是在手机屏幕上的虚拟操纵杆,但是Unity3D自带的Joystick贴图比较原始,所以经常有使用自定义贴图的需求。
下面就来演示一下如何实现自定义JoyStick贴图。
首先导入贴图,注意要把默认的Texture改为GUI要不然尺寸会发生改变:
在Inspector面板中点击Texture选项可以实现简单的贴图切换:
选中后便会发现场景中的Joystick已经发生了改变:
同理,可以对右边的Joystick做同样的修改:
当然很多时候这样简单的修改很难满足我们的需求。
下面来说说对Joystick的常见调整。
首先是坐标的调整,一般把Postition归零而在GUITexture中调整Pixel Inset:
但是这样依旧会出问题,全屏的时候因为采用了绝对坐标所以会出现这种情况:
所以我们还需要在脚本中稍作调整。
先来给Joystick加个背景图片。
创建一个JS脚本JoystickBackgroundGUI:
@script RequireComponent(Joystick) @script ExecuteInEditMode () var background = new SwitchGUI(); var location = new Location(); private var GUIalpha:float = 1; private var joystick : Joystick; joystick = GetComponent (Joystick); var noGuiStyle : GUIStyle; function Update() { if (joystick.IsFingerDown()) { background.up(); } else { background.down(); } if (background.texture != null){ location.updateLocation(); } } function OnGUI () { GUI.color.a = GUIalpha; GUI.Box(Rect(location.offset.x + background.offset.x - background.texture.width/2,location.offset.y + background.offset.y - background.texture.height/2,background.texture.width,background.texture.height),background.texture,noGuiStyle); }
joystick是Unity自己封装好的对象,其中有IsFingerDown等函数有需要的同学可以查阅一下Unity官网的说明文档。
脚本中用到了Location和SwitchGUI,这两个函数在另一个脚本 _GUIClasses 中定义:
import System.Collections.Generic; // TextureGUI Class: create a basic class for creating and placing GUI elements // texture = the texture to display // offset = pixel offset from top left corner, can be modified for easy positioning class TextureGUI { var texture:Texture; //useful: texture.width, texture.height var offset:Vector2; // .x and .y private var originalOffset:Vector2; //store the original to correctly reset anchor point enum Point { TopLeft, TopRight, BottomLeft, BottomRight, Center} //what part of texture to position around? var anchorPoint = Point.TopLeft; // Unity default is from top left corner of texture function setAnchor() { // meant to be run ONCE at Start. originalOffset = offset; if (texture) { // check for null texture switch(anchorPoint) { //depending on where we want to center our offsets case anchorPoint.TopLeft: // Unity default, do nothing break; case anchorPoint.TopRight: // Take the offset and go to the top right corner offset.x = originalOffset.x - texture.width; break; case anchorPoint.BottomLeft: // bottom left corner of texture offset.y = originalOffset.y - texture.height; break; case anchorPoint.BottomRight: //bottom right corner of texture offset.x = originalOffset.x - texture.width; offset.y = originalOffset.y - texture.height; break; case anchorPoint.Center: //and the center of the texture (useful for screen center textures) offset.x = originalOffset.x - texture.width/2; offset.y = originalOffset.y - texture.height/2; break; } } } } //Timer Class: class TimerGUI extends TextureGUI { // Extend functionality from TextureGUI for a depreciating timer graphic var textureLEnd:Texture; // left side of full texture (non stretching part) var offsetLEnd:Vector2; // left side of full texture (non stretching part) start position var textureCenter:Texture; // center of timer (will be stretched across width) var offsetCenter:Vector2; var textureREnd:Texture; var offsetREnd:Vector2; var timerPerct:float = 1; // percentage (0 to 1) this stretches the center var desiredWidth:float = 403; // max width of the timer in pixels function setTime(newTime:float) { timerPerct = newTime; // sets the percent based on value } } // SwitchGUI Class: Extends the TextureGUI to be able to load in multiple textures and switch between them class SwitchGUI extends TextureGUI { var switchableTextures = new List.<Texture>(); var currentTexture:int = 0; function Start() { if (switchableTextures.Count > 0) { texture = switchableTextures[currentTexture]; } } function changeTexture(switchTo:int) { if (switchTo < switchableTextures.Count && switchTo >= 0) { texture = switchableTextures[switchTo]; currentTexture = switchTo; } else { //Debug.Log( this + ": tried to call invalid part of switchTextures array!"); } } function up() { if ((currentTexture+1) < switchableTextures.Count) { ++currentTexture; texture = switchableTextures[currentTexture]; } else { //Debug.Log( this + ": at the top!"); } } function nextTexture() { if ((currentTexture+1) < switchableTextures.Count) { // if we are at the end of the array ++currentTexture; texture = switchableTextures[currentTexture]; } else {// loop to the beginning currentTexture = 0; texture = switchableTextures[currentTexture]; } } function down() { if ((currentTexture-1) >= 0) { --currentTexture; texture = switchableTextures[currentTexture]; } else { //Debug.Log( this + ": at the bottom!"); } } } // Location class: class Location { enum Point { TopLeft, TopRight, BottomLeft, BottomRight, Center} var pointLocation = Point.TopLeft; var offset:Vector2; function updateLocation() { switch(pointLocation) { case pointLocation.TopLeft: offset = Vector2(0,0); break; case pointLocation.TopRight: offset = Vector2(Screen.width,0); break; case pointLocation.BottomLeft: offset = Vector2(0,Screen.height); break; case pointLocation.BottomRight: offset = Vector2(Screen.width,Screen.height); break; case pointLocation.Center: offset = Vector2(Screen.width/2,Screen.height/2); break; } } } class TextureAnchor { enum Point { TopLeft, TopRight, BottomLeft, BottomRight, Center} var anchorPoint = Point.TopLeft; var offset:Vector2; function update() { switch(anchorPoint) { case anchorPoint.TopLeft: offset = Vector2(0,0); break; case anchorPoint.TopRight: offset = Vector2(Screen.width,0); break; case anchorPoint.BottomLeft: offset = Vector2(0,Screen.height); break; case anchorPoint.BottomRight: offset = Vector2(Screen.width,Screen.height); break; case anchorPoint.Center: offset = Vector2(Screen.width/2,Screen.height/2); break; } } }
将脚本拖拽到Joystick上面并且部署好贴图,运行可见Joystick的背景贴图,当然坐标还有点问题:
我们在脚本中将其设置为BottomLeft,并且设置好SwitchTexture:
配置好了之后点击运行,会发现Joystick 的贴图出现在了左下角:
通过脚本中的Pixel设置可以调整两个纹理贴图的坐标并使他们趋于一致:
调整之后的结果如图:
同时将Joystick的脚本换成下面的脚本,可以实现隐藏操纵杆而只在碰到摇杆区域才显示Joystick的效果:
////////////////////////////////////////////////////////////// // Joystick.js // Penelope iPhone Tutorial // // Joystick creates a movable joystick (via GUITexture) that // handles touch input, taps, and phases. Dead zones can control // where the joystick input gets picked up and can be normalized. // // Optionally, you can enable the touchPad property from the editor // to treat this Joystick as a TouchPad. A TouchPad allows the finger // to touch down at any point and it tracks the movement relatively // without moving the graphic ////////////////////////////////////////////////////////////// #pragma strict @script RequireComponent( GUITexture ) // A simple class for bounding how far the GUITexture will move class Boundary { var min : Vector2 = Vector2.zero; var max : Vector2 = Vector2.zero; } static private var joysticks : Joystick[]; // A static collection of all joysticks static private var enumeratedJoysticks : boolean = false; static private var tapTimeDelta : float = 0.3; // Time allowed between taps var touchPad : boolean; // Is this a TouchPad? var touchZone : Rect; var deadZone : Vector2 = Vector2.zero; // Control when position is output var normalize : boolean = false; // Normalize output after the dead-zone? var position : Vector2; // [-1, 1] in x,y var tapCount : int; // Current tap count private var lastFingerId = -1; // Finger last used for this joystick private var tapTimeWindow : float; // How much time there is left for a tap to occur private var fingerDownPos : Vector2; private var fingerDownTime : float; private var firstDeltaTime : float = 0.5; private var gui : GUITexture; // Joystick graphic private var defaultRect : Rect; // Default position / extents of the joystick graphic private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic private var guiTouchOffset : Vector2; // Offset to apply to touch input private var guiCenter : Vector2; // Center of joystick private var alphaOff:float = 0.0; function Start() { // Cache this component at startup instead of looking up every frame gui = GetComponent( GUITexture ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; gui.color.a = alphaOff; defaultRect.x += transform.position.x * Screen.width; // + gui.pixelInset.x; // - Screen.width * 0.5; defaultRect.y += transform.position.y * Screen.height; //+ gui.pixelInset.y; // - Screen.height * 0.5; transform.position.x = 0.0; transform.position.y = 0.0; 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 * 0.5; guiTouchOffset.y = defaultRect.height * 0.5; // 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 guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } function Disable() { gameObject.active = false; enumeratedJoysticks = false; } function 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; gui.color.a = alphaOff; } function IsFingerDown() : boolean { return (lastFingerId != -1); } function LatchedFinger( fingerId : int ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } function Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = FindObjectsOfType(Joystick) as Joystick[]; enumeratedJoysticks = true; } var 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(var i : int = 0;i < count; i++) { var touch : Touch = Input.GetTouch(i); var guiTouchPos : Vector2 = touch.position - guiTouchOffset; var shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; gui.color.a = .5; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { //gui.color.a = 0.15; 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 for ( var j : Joystick in joysticks ) { if ( 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 gui.pixelInset.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); gui.pixelInset.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); } if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled ) { ResetJoystick(); } } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone var absoluteX = Mathf.Abs( position.x ); var absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } }
但是点击屏幕就会出现了: