【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 ); } } }