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Unity實(shí)現(xiàn)簡(jiǎn)單搖桿的制作

 更新時(shí)間:2021年09月16日 15:17:29   作者:Zero_LJ  
這篇文章主要為大家詳細(xì)介紹了Unity實(shí)現(xiàn)簡(jiǎn)單搖桿的制作,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

利用UGUI制作一個(gè)簡(jiǎn)單搖桿,效果圖

1、首先建立兩個(gè)Image,然后將其中一個(gè)為父物體,另一個(gè)為子物體,并且調(diào)整好大小:

ps:將子物體的錨點(diǎn)設(shè)置為居中          

2、在父物體上寫個(gè)JoyStick.cs腳本:

  

using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
public class JoyStick : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
{
    public static float h, v;  //傳出hv
    public float maxDis;    //最大距離
 
    private RectTransform childRectTrans;
    private Coroutine coroutine = null;
 
    void Start()
    {
        childRectTrans = transform.GetChild(0) as RectTransform;
    }
    public void OnBeginDrag(PointerEventData eventData)
    {
        if (coroutine != null)
        {
            StopCoroutine(coroutine);
            coroutine = null;
        }
    }
    public void OnDrag(PointerEventData eventData)
    {
        Vector3 outPos;
        if (RectTransformUtility.ScreenPointToWorldPointInRectangle(this.transform as RectTransform, eventData.position, eventData.pressEventCamera, out outPos))
        {
            childRectTrans.position = outPos;
 
            //限制拖拽距離
            childRectTrans.anchoredPosition = Vector2.ClampMagnitude(childRectTrans.anchoredPosition, maxDis);
 
            //或者利用子物體和父物體的距離判斷是否超過(guò)最大距離,當(dāng)距離大于等于最大的距離時(shí)候,
            //計(jì)算父物體和子物體的向量,然后利用向量*最大距離來(lái)限制拖拽距離
            //if (Vector2.Distance(childRectTrans.position, this.transform.position) > maxDis)
            //{
            //    Vector2 dir = (childRectTrans.position - this.transform.position).normalized;
            //    childRectTrans.anchoredPosition = dir * maxDis;
            //}
            GetHV();
        }
    }
 
    public void OnEndDrag(PointerEventData eventData)
    {
        //當(dāng)結(jié)束拖動(dòng),要將物體歸0,為了加一點(diǎn)緩沖效果
        //(1)可以使用dotween等補(bǔ)間動(dòng)畫插件,會(huì)減少很多
        //rectTransform.DoAnchoredPos(Vector2.zero,0.5f);
        //(2)或者使用攜程 這里使用攜程
        if (coroutine == null)
            coroutine = StartCoroutine(IEToZeroPos(childRectTrans, 0.1f));
    }
    private void GetHV()
    {
        h = childRectTrans.anchoredPosition.x / maxDis;
        v = childRectTrans.anchoredPosition.y / maxDis;
    }
    private IEnumerator IEToZeroPos(RectTransform rectTransform, float duartion)
    {
        if (duartion == 0f)
        {
            yield return null;
            rectTransform.anchoredPosition = Vector2.zero;
            GetHV();
            coroutine = null;
            yield break;
        }
        Vector2 currentpos = rectTransform.anchoredPosition;
        float offx = currentpos.x / duartion;
        float offy = currentpos.y / duartion;
        while (rectTransform.anchoredPosition != Vector2.zero)
        {
            yield return null;
            rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x - offx * Time.deltaTime, rectTransform.anchoredPosition.y - offy * Time.deltaTime);
            GetHV();
            if (rectTransform.anchoredPosition.sqrMagnitude < 8f)
            {
                rectTransform.anchoredPosition = Vector2.zero;
                GetHV();
                coroutine = null;
                break;
            }
        }
    }
}

另外附上Cube上面的腳本  

private void Update()
    {
        Vector3 dir = new Vector3(JoyStick.h, 0, JoyStick.v);
        if (dir.sqrMagnitude > 0)
        {
            transform.Translate(dir * 3f * Time.deltaTime,Space.World);
            Quaternion targatRotate = Quaternion.LookRotation(dir, Vector3.up);
            transform.rotation = Quaternion.Slerp(transform.rotation, targatRotate, 3 * Time.deltaTime);
        }
    }

加個(gè)使用doTween的吧

using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections; using DG.Tweening;
public class JoyStick : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
{
    public static float h, v;  //傳出hv
    public float maxDis;    //最大距離
 
    private RectTransform childRectTrans;
    private Coroutine coroutine = null;
 
    void Start()
    {
        childRectTrans = transform.GetChild(0) as RectTransform;
    }
    public void OnBeginDrag(PointerEventData eventData)
    {
        if (coroutine != null)
        {
            StopCoroutine(coroutine);
            coroutine = null;
        }
    }
    public void OnDrag(PointerEventData eventData)
    {
        Vector3 outPos;
        if (RectTransformUtility.ScreenPointToWorldPointInRectangle(this.transform as RectTransform, eventData.position, eventData.pressEventCamera, out outPos))
        {
            childRectTrans.position = outPos;
 
            //限制拖拽距離
            childRectTrans.anchoredPosition = Vector2.ClampMagnitude(childRectTrans.anchoredPosition, maxDis);
 
            //或者利用子物體和父物體的距離判斷是否超過(guò)最大距離,當(dāng)距離大于等于最大的距離時(shí)候,
            //計(jì)算父物體和子物體的向量,然后利用向量*最大距離來(lái)限制拖拽距離
            //if (Vector2.Distance(childRectTrans.position, this.transform.position) > maxDis)
            //{
            //    Vector2 dir = (childRectTrans.position - this.transform.position).normalized;
            //    childRectTrans.anchoredPosition = dir * maxDis;
            //}
            GetHV();
        }
    }
 
    public void OnEndDrag(PointerEventData eventData)
    {
        //當(dāng)結(jié)束拖動(dòng),要將物體歸0,為了加一點(diǎn)緩沖效果
        //(1)可以使用dotween等補(bǔ)間動(dòng)畫插件,會(huì)減少很多
        rectTransform.DoAnchoredPos(Vector2.zero,0.5f).OnUpdate(GetHV);     
    }
    private void GetHV()
    {
        h = childRectTrans.anchoredPosition.x / maxDis;
        v = childRectTrans.anchoredPosition.y / maxDis;
    }
  
}

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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