使用UGUI制作摇杆,摇杆的初始位置是可变的,当按下同时改变Bg位置和thumb位置,当松手时Bg,thumb返回初始原位。主要函数:ScreenPointToLocalPointInRectangle,Vector3.Distance。
Bg为摇杆的大圆背景,thumb为中心小圆,JoyCollider为可触发碰撞区(可设置大小,只有按在此区域才能触发摇杆的操作)
public GameObject m_objJoyCollider;//碰撞区域 public GameObject m_objThumb;//中心小圆 public GameObject m_objBg;//背景大圆 public Canvas can;//主要为获取画布上的摄像机 private float m_limitBg;//大圆移动限制 private float m_limitThumb;//小圆移动限制 public GameObject m_cube; public bool m_bMoving;//可用作防在摇杆区域多点触控 public Vector3 m_dir;//方向供外部调用摇杆的方向 public Touch m_touch;//保存按下时触摸点信息
void onDownCollider(GameObject obj) { m_bMoving = true; RectTransform rect = transform as RectTransform; Vector3 newPos; if (Application.platform == UnityEngine.RuntimePlatform.WindowsEditor) { newPos = uiPosGet(Input.mousePosition, rect); } else { m_touch = Input.touches[Input.touches.Length - 1]; newPos = uiPosGet(m_touch.position, rect); } float dis = Vector3.Distance(newPos, new Vector3(0,0,0));//鼠标与中心距离 if (dis <= m_limitBg) { newPos = newPos*dis/m_limitBg; } else { Vector3 normalPos = newPos.normalized; newPos = normalPos*m_limitBg*1.5f; } m_objBg.transform.localPosition = newPos; StartCoroutine("yieldStickMove"); }
1.得到触摸坐标转化为相对ui父节点的localPostion
2.设置Bg的位置,注意位置有限制,不能让这个大圆的部分超过屏幕边缘。
3.开启协程
private IEnumerator yieldStickMove() { while (true) { RectTransform rect = m_objBg.GetComponent<RectTransform>(); Vector3 realTouchPos = Vector3.zero; if (Application.platform == UnityEngine.RuntimePlatform.WindowsEditor) { realTouchPos = uiPosGet(Input.mousePosition, rect); } else { for (int i = 0; i < Input.touchCount; i++ ) { if ( m_touch.fingerId == Input.touches[i].fingerId) { realTouchPos = uiPosGet(Input.touches[i].position, rect); } } } float dis = Vector3.Distance(new Vector3(0,0,0), realTouchPos); if (dis <= m_limitThumb) { Vector3 normalPos = realTouchPos.normalized; m_objThumb.transform.localPosition = realTouchPos; } else { Vector3 normalPos = realTouchPos.normalized; realTouchPos = normalPos * m_limitThumb; m_objThumb.transform.localPosition = realTouchPos; } m_dir = m_objThumb.transform.localPosition.normalized; Vector3 cubePos = m_cube.transform.position; m_cube.transform.LookAt(new Vector3(cubePos.x + m_dir.x, cubePos.y, cubePos.z + m_dir.y)); m_cube.transform.Translate(Vector3.forward * Time.deltaTime * 70); yield return null; } }
1.thumb坐标相对bg坐标超过限制时与没超过时处理
2.得到thumb的localPostion的移动偏移的标准向量作为摇杆的传出信息
void onUpCollider(GameObject obj) { StopCoroutine("yieldStickMove"); m_objBg.transform.localPosition = new Vector3(0,0,0); m_objThumb.transform.localPosition = new Vector3(0,0,0); m_bMoving = false; }
Ui回到初始位置。