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Unity3D基于UGUI实现虚拟摇杆

作者:一缕残阳  发布时间:2023-03-15 15:42:37 

标签:Unity3D,UGUI,虚拟摇杆

虚拟摇杆在移动游戏开发中,是很常见的需求,今天我们在Unity中,使用UGUI来实现一个简单的虚拟摇杆功能。

1.打开Unity,新创建一个UIJoystick.cs脚本,代码如下:


using UnityEngine;
using UnityEngine.EventSystems;

public class UIJoystick : MonoBehaviour, IDragHandler, IEndDragHandler
{  
 /// <summary>
/// 被用户拖动的操纵杆
 /// </summary>
 public Transform target;

/// <summary>
/// 操纵杆可移动的最大半径
 /// </summary>
 public float radius = 50f;

/// <summary>
/// 当前操纵杆在2D空间的x,y位置
 /// 摇杆按钮的值【-1,1】之间
 /// </summary>
 public Vector2 position;

//操纵杆的RectTransform组件
private RectTransform thumb;

void Start()
{
thumb = target.GetComponent<RectTransform>();
}

/// <summary>
/// 当操纵杆被拖动时触发
 /// </summary>
 public void OnDrag(PointerEventData data)
{
//获取摇杆的RectTransform组件,以检测操纵杆是否在摇杆内移动
RectTransform draggingPlane = transform as RectTransform;
Vector3 mousePos;

//检查拖动的位置是否在拖动rect内,
//然后设置全局鼠标位置并将其分配给操纵杆
if (RectTransformUtility.ScreenPointToWorldPointInRectangle (draggingPlane, data.position, data.pressEventCamera, out mousePos)) {
 thumb.position = mousePos;
}

//触摸向量的长度(大小)
//计算操作杆的相对位置
float length = target.localPosition.magnitude;

//如果操纵杆超过了摇杆的范围,则将操纵杆设置为最大半径
if (length > radius) {
 target.localPosition = Vector3.ClampMagnitude (target.localPosition, radius);
}

//在Inspector显示操纵杆位置
position = target.localPosition;
//将操纵杆相对位置映射到【-1,1】之间
position = position / radius * Mathf.InverseLerp (radius, 2, 1);
}
 /// <summary>
/// 当操纵杆结束拖动时触发
 /// </summary>
 public void OnEndDrag(PointerEventData data)
{
//拖拽结束,将操纵杆恢复到默认位置
position = Vector2.zero;
target.position = transform.position;
}
}

2.如图创建UGUI,所用资源可在网上自行下载。

Unity3D基于UGUI实现虚拟摇杆

效果图如下:

Unity3D基于UGUI实现虚拟摇杆

3.打包运行即可。这样一个简单的虚拟摇杆就实现了。

下面是对以上虚拟摇杆代码的扩展(ps:只是多了一些事件,便于其他脚本访问使用)废话不多说来代码了


using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

//
// Joystick component for controlling player movement and actions using Unity UI events.
// There can be multiple joysticks on the screen at the same time, implementing different callbacks.
//
public class UIJoystick : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
 ///
 /// Callback triggered when joystick starts moving by user input.
 ///
 public event Action onDragBegin;

///
 /// Callback triggered when joystick is moving or hold down.
 ///
 public event Action onDrag;

///
 /// Callback triggered when joystick input is being released.
 ///
 public event Action onDragEnd;

///
 /// The target object i.e. jostick thumb being dragged by the user.
 ///
 public Transform target;

///
 /// Maximum radius for the target object to be moved in distance from the center.
 ///
 public float radius = 50f;

///
 /// Current position of the target object on the x and y axis in 2D space.
 /// Values are calculated in the range of [-1, 1] translated to left/down right/up.
 ///
 public Vector2 position;

//keeping track of current drag state
 private bool isDragging = false;

//reference to thumb being dragged around
private RectTransform thumb;

//initialize variables
void Start()
{
thumb = target.GetComponent();

//in the editor, disable input received by joystick graphics:
   //we want them to be visible but not receive or block any input
#if UNITY_EDITOR
 Graphic[] graphics = GetComponentsInChildren();
// for(int i = 0; i < graphics.Length; i++)
// graphics[i].raycastTarget = false;
#endif
}

///
 /// Event fired by UI Eventsystem on drag start.
 ///
 public void OnBeginDrag(PointerEventData data)
 {
   isDragging = true;
   if(onDragBegin != null)
     onDragBegin();
 }

///
 /// Event fired by UI Eventsystem on drag.
 ///
 public void OnDrag(PointerEventData data)
 {
   //get RectTransforms of involved components
   RectTransform draggingPlane = transform as RectTransform;
   Vector3 mousePos;

//check whether the dragged position is inside the dragging rect,
   //then set global mouse position and assign it to the joystick thumb
   if (RectTransformUtility.ScreenPointToWorldPointInRectangle(draggingPlane, data.position, data.pressEventCamera, out mousePos))
   {
     thumb.position = mousePos;
   }

//length of the touch vector (magnitude)
   //calculated from the relative position of the joystick thumb
   float length = target.localPosition.magnitude;

//if the thumb leaves the joystick's boundaries,
   //clamp it to the max radius
   if (length > radius)
   {
     target.localPosition = Vector3.ClampMagnitude(target.localPosition, radius);
   }

//set the Vector2 thumb position based on the actual sprite position
   position = target.localPosition;
   //smoothly lerps the Vector2 thumb position based on the old positions
   position = position / radius * Mathf.InverseLerp(radius, 2, 1);
 }

//set joystick thumb position to drag position each frame
 void Update()
 {
   //in the editor the joystick position does not move, we have to simulate it
//mirror player input to joystick position and calculate thumb position from that
#if UNITY_EDITOR
 target.localPosition = position * radius;
 target.localPosition = Vector3.ClampMagnitude(target.localPosition, radius);
#endif

//check for actual drag state and fire callback. We are doing this in Update(),
   //not OnDrag, because OnDrag is only called when the joystick is moving. But we
   //actually want to keep moving the player even though the jostick is being hold down
   if(isDragging && onDrag != null)
     onDrag(position);
 }

///
 /// Event fired by UI Eventsystem on drag end.
 ///
 public void OnEndDrag(PointerEventData data)
 {
   //we aren't dragging anymore, reset to default position
   position = Vector2.zero;
   target.position = transform.position;

//set dragging to false and fire callback
   isDragging = false;
   if (onDragEnd != null)
     onDragEnd();
 }
}

来源:https://blog.csdn.net/m0_37998140/article/details/78259041

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