摇杆控制人物移动
- 一、UI搭建
- 二、3d模型搭建
- 三、脚本
- JoyStickBar.cs
- PlayerController.cs
- 工程在我资源里名字叫Joystickbar.unitypackage [连接](https://download.csdn.net/download/qq_42194657/12043019?spm=1001.2014.3001.5503)
一、UI搭建
JoyStickBar是图片背景
JoyStickPoint是图中心的拖拽物体
JoystickPointer是空物体为Image方向位移
Image是箭头
JoyStickRadiu是提供拖拽物体与背景图的距离,也就是背景图(大圆)的半径,将其位置移动到背景图的最左边缘
二、3d模型搭建
三、脚本
JoyStickBar.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;public class JoyStickBar : MonoBehaviour,IBeginDragHandler,IDragHandler,IEndDragHandler {/// <summary>/// 最大半径/// </summary>public float maxRadius;/// <summary>/// 计算中的半径/// </summary>public float radius;/// <summary>/// 原始位置/// </summary>private Vector2 originalPos;/// <summary>/// 遥杆中心位置/// </summary>public Transform joystickradius;/// <summary>/// 箭头指针方向/// </summary>public Transform joystickpointer;#region 方向控制访问器/// <summary>/// 水平方向/// </summary>private float horizontal = 0;/// <summary>/// 垂直方向/// </summary>private float vertical = 0;/// <summary>/// 水平方向属性访问器/// </summary>public float Horizontal{get { return horizontal; }}/// <summary>/// 垂直方向属性访问器/// </summary>public float Vertical{get { return vertical; }}#endregionprivate void Start(){if (!joystickradius) return;originalPos = transform.position;maxRadius = - joystickradius.localPosition.x;ShowPointer(false);}#region 方向受力/// <summary>/// 各个方向上的受力/// </summary>private void DirPotency(){horizontal = transform.localPosition.x;vertical = transform.localPosition.y;}#endregion#region 继承接口事件逻辑处理/// <summary>/// 开始拖拽/// </summary>/// <param name="eventData"></param>public void OnBeginDrag(PointerEventData eventData){ShowPointer(true);}/// <summary>/// 拖拽中/// </summary>/// <param name="eventData"></param>public void OnDrag(PointerEventData eventData){//偏移量Vector2 dir = eventData.position - originalPos;//Vector2 dir = new Vector2 (Input.mousePosition.x, Input.mousePosition.y) - originalPos;//获取向量长度float distance = Vector3.Magnitude(dir);//获取当前radius = Mathf.Clamp(distance,0,maxRadius);//位置赋值transform.position = dir.normalized * radius + originalPos;//方向受力度量DirPotency();//角度转换CalculateAngle(dir.normalized);}/// <summary>/// 结束拖拽/// </summary>/// <param name="eventData"></param>public void OnEndDrag(PointerEventData eventData){transform.position = originalPos;//当前半径radius = 0;//方向受力度量DirPotency();ShowPointer(false);}#endregion#region 指针逻辑/// <summary>/// 角度转换/// </summary>public void CalculateAngle(Vector2 dir){if (!joystickpointer) return;float dot = Vector2.Dot(Vector2.up, dir);float angle = Vector2.Angle(Vector2.up,dir);joystickpointer.rotation = Quaternion.Euler(new Vector3(0, 0, -(dir.x>0?angle:-angle)));}/// <summary>/// 显示隐藏指针/// </summary>/// <param name="isshow"></param>public void ShowPointer(bool isshow){joystickpointer.gameObject.SetActive(isshow);}#endregion}
PlayerController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerController : MonoBehaviour {/// <summary>/// 摇杆/// </summary>public JoyStickBar joy;/// <summary>/// 旋转速度/// </summary>public float rotatespeed = 10f;/// <summary>/// 移动速度/// </summary>public float moveSpeed = 5f;// Update is called once per framevoid Update () {float hor = joy.Horizontal;float ver = joy.Vertical;Vector3 dir = new Vector3(hor,0,ver);if (dir != Vector3.zero){transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * rotatespeed);transform.Translate(Vector3.right * Time.deltaTime * moveSpeed * (joy.radius / joy.maxRadius));}}
}