【转】unity3d 摇杆控制(C#)

转载自雨松MOMO的博客原文地址:http://blog.csdn.net/xys289187120/article/details/6961080
控制类:

View Code
using UnityEngine; 
using System.Collections; 
public class Controller : MonoBehaviour
{ 
        public MPJoystick moveJoystick;   
        void Update()
        {
            float touchKey_x=moveJoystick.position.x; 
            float touchKey_y=moveJoystick.position.y; 
            print(touchKey_x+"||"+touchKey_y);
            if(touchKey_x == 0&&touchKey_y==0)
            {  
                if(!animation.isPlaying)
                {
                    animation.Play("Idle");//待机动画 
                } 
            }
            else
            { 
                    animation.Play("Walk");//行走的动画 
                    transform.LookAt(new Vector3(touchKey_x*100000,transform.position.y,touchKey_y*100000)); 
                    transform.Translate(Vector3.forward*5*Time.deltaTime);     
            }      
        }
    }

摇杆类:  看了半天 不大明白 贴出来直接用就成
  

     using UnityEngine;  
    [RequireComponent(typeof(GUITexture))] 
    public class MPJoystick : MonoBehaviour 
    { 
     
           class Boundary
           { 
                 public Vector2 min = Vector2.zero; 
                 public Vector2 max = Vector2.zero; 
           } 
    private static MPJoystick[] joysticks;   // A static collection of all joysticks 
     
    private static bool enumeratedJoysticks = false; 
     
    private static float tapTimeDelta = 0.3f;    // Time allowed between taps 
    public bool touchPad; 
     
    public Vector2 position = Vector2.zero; 
     
    public Rect touchZone; 
     
    public Vector2 deadZone = Vector2.zero;  // Control when position is output 
     
    public bool normalize = false; // Normalize output after the dead-zone? 
     
    public int tapCount;      
     
    private int lastFingerId = -1;   // Finger last used for this joystick 
     
    private float tapTimeWindow;     // How much time there is left for a tap to occur 
     
    private Vector2 fingerDownPos; 
     
    private GUITexture gui; 
     
    private Rect defaultRect;    // Default position / extents of the joystick graphic 
     
    private Boundary guiBoundary = new Boundary();   // Boundary for joystick graphic 
     
    private Vector2 guiTouchOffset;  // Offset to apply to touch input 
     
    private Vector2 guiCenter;   // Center of joystick 
    void Start() { 
     
    gui = (GUITexture)GetComponent(typeof(GUITexture)); 
    defaultRect = gui.pixelInset; 
     
    defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5; 
     
    defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5; 
    transform.position = Vector3.zero; 
    if (touchPad) { 
     
    // If a texture has been assigned, then use the rect ferom the gui as our touchZone 
     
    if ( gui.texture ) 
     
    touchZone = defaultRect; 
     
    } else { 
     
    guiTouchOffset.x = defaultRect.width * 0.5f; 
     
    guiTouchOffset.y = defaultRect.height * 0.5f; 
    // Cache the center of the GUI, since it doesn't change 
     
    guiCenter.x = defaultRect.x + guiTouchOffset.x; 
     
    guiCenter.y = defaultRect.y + guiTouchOffset.y; 
    // Let's build the GUI boundary, so we can clamp joystick movement 
     
    guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; 
     
    guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; 
     
    guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; 
     
    guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; 
     
    } 
     
    } 
    public Vector2 getGUICenter() { 
     
    return guiCenter; 
     
    } 
    void Disable() { 
     
    gameObject.active = false; 
          
    } 
    private void ResetJoystick() { 
     
    gui.pixelInset = defaultRect; 
     
    lastFingerId = -1; 
     
    position = Vector2.zero; 
     
    fingerDownPos = Vector2.zero; 
     
    } 
    private bool IsFingerDown() { 
     
    return (lastFingerId != -1); 
     
    } 
    public void LatchedFinger(int fingerId) { 
     
    // If another joystick has latched this finger, then we must release it 
     
    if ( lastFingerId == fingerId ) 
     
    ResetJoystick(); 
     
    } 
    void Update() { 
     
    if (!enumeratedJoysticks) { 
     
    // Collect all joysticks in the game, so we can relay finger latching messages 
     
    joysticks = (MPJoystick[])FindObjectsOfType(typeof(MPJoystick)); 
     
    enumeratedJoysticks = true; 
     
    } 
    int count = Input.touchCount; 
    if ( tapTimeWindow > 0 ) 
    tapTimeWindow -= Time.deltaTime; 
    else
    tapCount = 0; 
    if ( count == 0 ) 
    ResetJoystick(); 
    else
    { 
         for(int i = 0; i < count; i++)
{ Touch touch
= Input.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if (touchPad) { if (touchZone.Contains(touch.position)) shouldLatchFinger = true; } else if (gui.HitTest(touch.position))
{ shouldLatchFinger = true;} // Latch the finger if this is a new touch if (shouldLatchFinger && (lastFingerId == -1 || lastFingerId != touch.fingerId ))
{
if (touchPad) {lastFingerId = touch.fingerId; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) tapCount++; else { tapCount = 1; tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach (MPJoystick j in joysticks)
{
if (j != this) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is Rect r = gui.pixelInset; r.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); r.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); gui.pixelInset = r; } if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) ResetJoystick(); } } } if (!touchPad) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone var absoluteX = Mathf.Abs( position.x ); var absoluteY = Mathf.Abs( position.y ); if (absoluteX < deadZone.x) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if (normalize) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if (absoluteY < deadZone.y) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if (normalize) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } }

 

 

 

posted @ 2012-07-11 22:08  U_探索  阅读(2357)  评论(0编辑  收藏  举报