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Unity实现简单的虚拟摇杆

作者:RiKoPon  发布时间:2023-01-26 11:38:14 

标签:Unity,虚拟摇杆

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

Unity实现简单的虚拟摇杆

Unity实现简单的虚拟摇杆

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:

Unity实现简单的虚拟摇杆

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

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