Unity的学习笔记(摇杆制作)

最近看到了一个很新颖的摇杆,就是按下后,会出现在按下的位置,并且拖着走的时候,到一定距离整个摇杆也会跟着走,于是自己测试做了一下这种摇杆

首先,先说一下我的摇杆预设体结构

代码挂在哪里都无所谓,关键是需要知道我写的publice出去的GameObject对应的是哪些,用拖动或者代码查找都可以

到时候代码中会出现这些

public GameObject rockerOnOff;  
public GameObject rockerStick;
public GameObject rockerFather;
public GameObject rockerControlGo;

RockerPosition其实是一张图片,这张图片透明度被我设置成了0,所以看不见,我为了将摇杆激活时候范围控制在这个图片里面

Rocker这个其实才是摇杆,通常状态下将它失活的,但是只要点击在RockerPosition图片范围内,就会被激活,所以rockerOnOff是场景中的Rocker

rockerStick是摇杆移动的那个杆,添加到 public 出来的rockerStick

rockerFather这个public出来的,添加的是场景中的RockerPosition,因为后面有个移动定位需要这个物体

好了,接下来就是代码

using UnityEngine;
using UnityEngine.EventSystems;

public class BarGroundMove : MonoBehaviour,IPointerDownHandler, IPointerUpHandler,
    IDragHandler
{ 

    public GameObject rockerOnOff;         //控制摇杆开关   
    public GameObject rockerStick;         //摇杆的杆
    public GameObject rockerFather;        //摇杆父对象
    public GameObject rockerControlGo;     //摇杆需要控制的对象

    float radius = 50;                     //摇杆的杆,和摇杆底图的距离

    Vector2 dirV2;                         
    Vector3 dirV3;

    public void OnPointerDown(PointerEventData eventData)  //点击事件的函数 IPointerDownHandler接口生成
    {
        rockerOnOff.SetActive(true);           //点击时候,将摇杆激活
        Vector2 localPos;


        //这个Api:public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector2 localPoint);
        //rockerFather.transform as RectTransform,rockerFather为父类的本地坐标
        //eventData.position这个事件触发的坐标点
        //eventData.pressEventCamera这个事件触发时候的相机
        //out localPos 这个参数就是相对于 RectTransform rect的Vector2坐标

        RectTransformUtility.ScreenPointToLocalPointInRectangle(
            rockerFather.transform as RectTransform,
            eventData.position,
            eventData.pressEventCamera,
            out localPos
        );

        rockerOnOff.transform.localPosition = localPos;  //激活摇杆的位置,就是相对rockerFather的位置
    }


    public void OnDrag(PointerEventData eventData)  //拖拽事件的函数 IDragHandler 接口生成
    {
        Vector2 localPos;                                               //相对于摇杆的拖拽位置
        RectTransformUtility.ScreenPointToLocalPointInRectangle(
            rockerOnOff.transform as RectTransform,
            eventData.position,
            eventData.pressEventCamera,
            out localPos
            );

        Vector2 groundPos;                                             //相对于摇杆父类的拖拽位置
        RectTransformUtility.ScreenPointToLocalPointInRectangle(
        rockerFather.transform as RectTransform,
        eventData.position,
        eventData.pressEventCamera,
        out groundPos
        );

        //得到杆相对摇杆的向量,写全的话是rockerOnOff.transform.localPositio - Vecter2.zero(对于杆,相当于父类摇杆本地坐标是(00))
        Vector2 grV2 = rockerOnOff.transform.localPosition; 
        
        dirV2 = localPos.normalized;              //这里是记录拖动得到的单位向量,方便下面移动计算计算

        if (localPos.magnitude > radius)    //当长度大于半径的时候,则整个摇杆会跟着杆移动
        {
            rockerOnOff.transform.localPosition = (grV2 - groundPos).normalized * radius + groundPos; 
            rockerStick.transform.localPosition = localPos.normalized * radius;
        }
        else
        {
            rockerStick.transform.localPosition = localPos;
        }


    }

 

    public void OnPointerUp(PointerEventData eventData)  //松开事件的函数  IPointerUpHandler 接口生成
    {
        rockerStick.transform.localPosition = Vector3.zero;
        dirV2 = Vector2.zero;  //这里是抬起时候,将单位向量置0,这样才能使得下面物体也不会根据向量进行移动
        rockerOnOff.SetActive(false);
    }
    void Start()
    {

    }

    void Update()
    {
        dirV3.x = dirV2.x;
        dirV3.z = dirV2.y;
        dirV3.y = 0;

        rockerControlGo.transform.Translate(new Vector3(0, 0, dirV3.magnitude*Time.deltaTime*2.5f));

        if (dirV3 != Vector3.zero)
        {
            rockerControlGo.transform.rotation = Quaternion.Lerp(rockerControlGo.transform.rotation, Quaternion.LookRotation(dirV3),0.05f);
        }
        
    }

}
原文地址:https://www.cnblogs.com/takanashi/p/11069528.html