unity3d 制作打飞机小游戏
作为刚入门小游戏,在制作过程中遇到一些问题,挑重点记录下。
第一:摇杆的制作
使用了官方的joystick类,但是官方没有提供c#版的joystick,这就导致了我不会将js脚本和c#脚本进行通信。最后解决办法是找到网络大牛翻译回来的joystick c#版本,顺利实现摇杆。附上c#版joystick
using UnityEngine; /** * File: MPJoystick.cs * Author: Chris Danielson of (monkeyprism.com) * // USED TO BE: Joystick.js taken from Penelope iPhone Tutorial // // Joystick creates a movable joystick (via GUITexture) that // handles touch input, taps, and phases. Dead zones can control // where the joystick input gets picked up and can be normalized. // // Optionally, you can enable the touchPad property from the editor // to treat this Joystick as a TouchPad. A TouchPad allows the finger // to touch down at any point and it tracks the movement relatively // without moving the graphic */ [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 float fingerDownTime; //private float firstDeltaTime = 0.5f; 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; //enumeratedJoysticks = 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) { //gui.color.a = 0.15; lastFingerId = touch.fingerId; //fingerDownPos = touch.position; //fingerDownTime = Time.time; } 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 //for ( j : Joystick in joysticks ) 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); } } }
第二,屏幕边界处理,还没有学会ngui,只能用最笨拙的方法处理超屏问题。
//屏幕限制范围 Vector2 screenpos = Camera.main.WorldToScreenPoint(m_transform.position); float x = screenpos.x; float y = screenpos.y; float cross_x = Screen.width; float cross_y = Screen.height; float xx=-1.0f; float yy=5.0f; float cross_xx=5.0f; float cross_yy=15.0f; if (x < 0) { m_transform.position = new Vector3(xx, m_transform.position.y, m_transform.position.z); } else if (x > cross_x) m_transform.position = new Vector3(cross_xx, m_transform.position.y, m_transform.position.z); if (y < 0) m_transform.position = new Vector3(m_transform.position.x, m_transform.position.y, yy); else if (y > cross_y) m_transform.position = new Vector3(m_transform.position.x, m_transform.position.y, cross_yy);