1,创建控制器UI
2,挂载脚本
3,脚本编写
[ Tooltip ( "玩家游戏体" ) ] public Rigidbody2D player; [ Tooltip ( "玩家速度" ) ] public float speed = 1f ; [ Tooltip ( "玩家动画" ) ] public Animator animator; public enum Mode { BUTTON, ROCKER, } [ Tooltip ( "模式" ) ] public Mode mode = Mode. ROCKER;
模式切换—在Start()方法中根据mode的值,设置相关物体的Active 基本移动逻辑
因为需要不断的更新移动(长按不松开),而Update方法每帧都在执行,所以在Update方法中执行移动操作。
void Update ( )
{ doMove ( ) ;
}
private void doMove ( )
{ if ( player == null ) { return ; } Vector2 dir = getDir ( ) ; if ( dir == Vector2. zero) return ; Vector2 pos = player. position; pos. y += Time. deltaTime * speed * 10 * dir. y; pos. x += Time. deltaTime * speed * 10 * dir. x; player. MovePosition ( pos) ;
} private Vector2 getDir ( )
{ if ( mode == Mode. BUTTON) { if ( curPointerObj == null ) return Vector2. zero; switch ( curPointerObj. name) { case "Up" : return Vector2. up; case "Down" : return Vector2. down; case "Left" : return Vector2. left; default : return Vector2. right; } } return rockerDir;
}
3.1,按钮模式实现
监听触摸事件,按下(IPointerDownHandler)为开始移动,抬起(IPointerUpHandler)为结束移动,实现按下按钮并松开的移动过程。
3.1.1,脚本
private GameObject curPointerObj = null ;
public void OnPointerDown ( PointerEventData eventData)
{ if ( player == null || mode != Mode. BUTTON) { return ; } GameObject pointerObj = eventData. pointerEnter; if ( curPointerObj != null ) { return ; } curPointerObj = pointerObj;
}
public void OnPointerUp ( PointerEventData eventData)
{ if ( player == null || mode != Mode. BUTTON) { return ; } GameObject pointerObj = eventData. pointerEnter; if ( curPointerObj == null || curPointerObj != pointerObj) { return ; } curPointerObj = null ;
}
3.2,摇杆模式实现
监听拖拽事件,拖拽中(IEndDragHandler)为开始/移动中,拖拽结束(IDragHandler)为结束移动,实现拖拽并松开的移动过程。
3.1.1,脚本
private RectTransform rockerInnerTransform;
private RectTransform rockerOuterTransform;
private Vector2 rockerDir = Vector2. zero;
public void OnDrag ( PointerEventData eventData)
{ if ( player == null || mode != Mode. ROCKER) return ; Vector2 pos = Camera. main. ScreenToWorldPoint ( eventData. position) ; Vector2 rockerOriginPosition = rockerOuterTransform. position; rockerDir = ( pos - rockerOriginPosition) . normalized; float distance = Vector2. Distance ( pos, rockerOriginPosition) ; if ( distance <= 1.5f ) { rockerInnerTransform. position = pos; } else { Vector2 dir = pos - rockerOriginPosition; rockerInnerTransform. position = rockerOriginPosition + dir. normalized * 1.5f ; }
}
public void OnEndDrag ( PointerEventData eventData)
{ if ( player == null || mode != Mode. ROCKER) return ; rockerDir = Vector2. zero; rockerInnerTransform. position = rockerOuterTransform. position;
}