Unity實現(xiàn)簡單的虛擬搖桿
本文實例為大家分享了Unity實現(xiàn)簡單虛擬搖桿的具體代碼,供大家參考,具體內(nèi)容如下
需求:點擊創(chuàng)建一個虛擬搖桿底盤,鼠標(biāo)拖拽時候上方搖桿會跟隨鼠標(biāo)方向移動,并且不會超出搖桿盤范圍
*搖桿功能另外實現(xiàn)
UI顯示
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; } }
預(yù)制:
操作控制
#region 鼠標(biāo)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 手機操作 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); } } }
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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