Unity实现简单的虚拟摇杆
作者:RiKoPon 时间:2023-01-26 11:38:14
本文实例为大家分享了Unity实现简单虚拟摇杆的具体代码,供大家参考,具体内容如下
需求:点击创建一个虚拟摇杆底盘,鼠标拖拽时候上方摇杆会跟随鼠标方向移动,并且不会超出摇杆盘范围
*摇杆功能另外实现
UI显示
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RockingIcon : MonoBehaviour
{
public Transform touchPoint;
public Transform bgPoint;
public float radius;
bool isPressing;
Vector3 bgPos;
private void Update()
{
bool pressing;
Vector3 pos;
if (Application.isEditor)
GetPressingInfoInEditor(out pressing, out pos);
else
GetPressingInfoInPhone(out pressing, out pos);
SetIcon(pressing, pos);
}
void GetPressingInfoInEditor(out bool pressing, out Vector3 pos)
{
if (Input.GetMouseButton(0))
{
pressing = true;
pos = Input.mousePosition;
}
else
{
pressing = false;
pos = Vector3.zero;
}
}
void GetPressingInfoInPhone(out bool pressing, out Vector3 pos)
{
if(Input.touchCount > 0)
{
pressing = true;
pos = Input.GetTouch(0).position;
}
else
{
pressing = false;
pos = Vector3.zero;
}
}
void SetIcon(bool pressing, Vector3 pos)
{
if (pressing)
{
if (!isPressing)
{
bgPoint.gameObject.SetActive(true);
bgPoint.transform.position = pos;
bgPos = pos;
isPressing = true;
}
else
{
bgPoint.gameObject.SetActive(true);
SetTouchPointPos(pos);
}
}
else
{
touchPoint.gameObject.SetActive(false);
bgPoint.gameObject.SetActive(false);
isPressing = false;
}
}
void SetTouchPointPos(Vector3 pos)
{
Vector3 center = bgPoint.position;
Vector3 touch = pos;
Vector3 to;
float distance = Vector3.Distance(center, touch);
if (distance < radius)
to = touch;
else
{
Vector3 dir = touch - center;
dir.Normalize();
to = dir * radius;
to += center;
}
touchPoint.gameObject.SetActive(true);
touchPoint.transform.position = to;
}
}
预制:
操作控制
#region 鼠标操作
float min_move_x = Global.min_move_distance * (Screen.width / 1080f);
float min_move_y = Global.min_move_distance * (Screen.height / 1900f);
if(Application.platform == RuntimePlatform.WindowsEditor)
{
if (Input.GetMouseButtonDown(0))
{
touch_time = 0;
first_touch_pos = Input.mousePosition;
}
else if (Input.GetMouseButton(0))
{
touch_time += Time.deltaTime;
if (touch_time >= Global.touch_time_limit)
{
Vector2 touch_pos = Input.mousePosition;
Vector2 distance = touch_pos - first_touch_pos;
//Vector2 touch_pos_in_func = PosInTheFunc(touch_pos);
//Vector2 first_pos_in_func = PosInTheFunc(first_touch_pos);
//Vector2 distance = touch_pos_in_func - first_pos_in_func;
if (Mathf.Abs(distance.x) > min_move_x && Mathf.Abs(distance.x) > Mathf.Abs(distance.y)) Move(distance.x > 0 ? Vector3.right : Vector3.left);
if (Mathf.Abs(distance.y) > min_move_y && Mathf.Abs(distance.y) > Mathf.Abs(distance.x)) Move(distance.y > 0 ? Vector3.forward : Vector3.back);
}
}
else if (Input.GetMouseButtonUp(0))
{
//if(touch_time < Global.touch_time_limit)
//{
// PutBoomb();
//}
touch_time = 0;
first_touch_pos = Vector3.zero;
}
}
#endregion
#region 手机操作
if (Application.platform == RuntimePlatform.Android)
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
first_touch_pos = touch.position;
}
else if (touch.phase == TouchPhase.Ended)
{
first_touch_pos = Vector3.zero;
}
else if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
{
Vector2 touch_pos = touch.position;
Vector2 distance = touch_pos - first_touch_pos;
if (Mathf.Abs(distance.x) > min_move_x && Mathf.Abs(distance.x) > Mathf.Abs(distance.y)) Move(distance.x > 0 ? Vector3.right : Vector3.left);
if (Mathf.Abs(distance.y) > min_move_y && Mathf.Abs(distance.y) > Mathf.Abs(distance.x)) Move(distance.y > 0 ? Vector3.forward : Vector3.back);
}
}
}
来源:https://blog.csdn.net/qq_33205561/article/details/89028711
标签:Unity,虚拟摇杆
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