大家好,今天来讨论一下手写摇杆的思路以及代码实现,话不多说,我们直接步入正题
首先U3d中摇杆的UI组成,至少有一个底图和一个中心点,可以是两个Image,如下图:
图中黑色图片就是我们的拖动块,也就是说我们要把继承了 IDragHandler,IEndDragHandler接口的脚本挂载它身上,通过获取“拖动块”的当前偏移量,来决定我们任务的移动方向
代码实现:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
/// <summary>
/// 手写遥杆
/// </summary>
public class MyETC : MonoBehaviour, IDragHandler, IEndDragHandler
{
/// <summary>
/// 起始位置
/// </summary>
Vector3 startPos;
/// <summary>
/// 半径
/// </summary>
float R;
/// <summary>
/// MonoBehaviour单例
/// </summary>
public static MyETC instance;
private void Start()
{
instance = this;
startPos = transform.position;
R = transform.parent.GetComponent<RectTransform>().rect.width / 2;
print("摇杆可移动区域的半径=="+R);
}
public void OnDrag(PointerEventData eventData)
{
Vector3 dir = Input.mousePosition-startPos;
if (dir.magnitude > R)//magnitude 取向量的长度
{
transform.position = dir.normalized * R + startPos;//normalized 向量归一化
}
else
{
transform.position = Input.mousePosition;
}
}
public void OnEndDrag(PointerEventData eventData)
{
transform.position = startPos;
}
/// <summary>
/// 获取遥杆偏移量
/// </summary>
/// <param name="str"></param>
/// <returns></returns>
public float GetETCAxis(string str)
{
if (str == "Horizontal")
{
return transform.localPosition.normalized.x;
}
if (str == "Vertical")
{
return transform.localPosition.normalized.y;
}
return 0;
}
}
以上是摇杆部分的代码,控制人物移动时调用GetETCAxis方法获取当前偏移量:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CubeMove : MonoBehaviour
{
Vector3 dir= Vector3.zero;
void Update()
{
float h = MyETC.instance.GetETCAxis("Horizontal");
float v = MyETC.instance.GetETCAxis("Vertical");
dir=new Vector3(h,0,v);
if (dir != Vector3.zero)
{
transform.LookAt(dir+transform.position);
transform.Translate(Vector3.forward*3*Time.deltaTime);
}
}
}
手写摇杆实现。