本文主要是介绍【功能实现】手机游戏虚拟摇杆功能实现,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
【UNITY3D】
声明:
查API和根据自己的想法实现此功能。如果你喜欢我这个实现,希望你能有所收获,如果你能改进那就更棒了,但如果你想直接拿走,希望标明出处。
只需要把脚本交给画布下的空物体,自行自定义以下内容,运行即可生成虚拟摇杆。
提供了检测区域大小的自定义。
提供了摇杆检测区域的图片自定义。
提供了摇杆底盘以及摇杆的图片自定义。
提供了摇杆灵敏度的自定义。-----值越大 ----灵敏度越小
提供了摇杆移动百分比,以及移动方向信息,可直接用于接入移动模块。
生成的是仿照Moba类的虚拟摇杆,具体分析看对应的设计分析_【测试分析】手机游戏虚拟摇杆设计分析-By Terrell21
代码中某些数字部分没提供自定义,可根据个人需要修改或设置成自定义。
枚举为 虚拟摇杆的组成部分,摇杆盘底,摇杆。
主要功能:
不做出检测区域外的响应。
盘底位置根据在检测区域内的响应进行位置更新。松手后返回初始位置。
盘底不回超出检测区域,不会超出屏幕边缘。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;enum E_JoystickComponent
{chassis,joystick
}public class VirtualJoyStick : MonoBehaviour {//图片组件private Image click_limit; //点击区域限制,,跟其RectTransform上的长宽 位置有关private GameObject chassis; //操纵杆底盘private GameObject joystick; //操纵杆public Sprite chassis_sprite;public Sprite joystick_sprite;public Sprite limit_sprite;//记录信息private Vector2 prePos; //上一个点击位置private Touch nowTouch; //当前触摸信息private Vector2 iniPos; //初始位置public float sensitivity = 2; //灵敏度 ---这里越大 灵敏度越小private float m_radius; //盘子半径public float moveInfo; //摇杆移动的百分比public Vector2 moveDir; //摇杆移动的方向public float trigger_width;public float trigger_height;// Use this for initializationvoid Start () {//图形部分click_limit = gameObject.AddComponent(typeof(Image)) as Image;click_limit.sprite = limit_sprite;click_limit.color = new Color(0, 0, 0, 0.1f);RectTransform triggerRect = GetComponent<RectTransform>();triggerRect.anchorMax = Vector2.zero;triggerRect.anchorMin = Vector2.zero;triggerRect.pivot = Vector2.one;triggerRect.anchoredPosition = new Vector2(trigger_width, trigger_height);triggerRect.sizeDelta = new Vector2(trigger_width, trigger_height);chassis = CreateChild("Chassis",this.transform,E_JoystickComponent.chassis);joystick = CreateChild("Joystick", chassis.transform,E_JoystickComponent.joystick);}//1)触发区域//2)触发情况//3)放置摇杆//4)摇杆拖动//5)限制摇杆摆放位置//6)边缘位置 直接拖动public void Update(){if (Input.touches.Length > 0){Touch touch = Input.GetTouch(0);//检测上一次的触发是否结束//结束->检验此次按压的位置是否处于检测区域->放置摇杆//非结束->拖动给杆心if (nowTouch.phase == TouchPhase.Ended){Vector2 edge = transform.GetComponent<RectTransform>().anchoredPosition;if (touch.position.x < edge.x && touch.position.y < edge.y){nowTouch = touch;chassis.transform.position = touch.position;prePos = touch.position;CheckIsEdge();}}else{joystick.GetComponent<RectTransform>().anchoredPosition = (touch.position - prePos) / sensitivity;if(joystick.GetComponent<RectTransform>().anchoredPosition.magnitude > m_radius){joystick.GetComponent<RectTransform>().anchoredPosition = joystick.GetComponent<RectTransform>().anchoredPosition.normalized * m_radius;}}//检测抬手//摇杆杆心返回//摇杆返回初始点//将上一状态的触摸信息设置成触摸离开if (touch.phase == TouchPhase.Ended){nowTouch.phase = TouchPhase.Ended;chassis.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;joystick.GetComponent<RectTransform>().anchoredPosition = iniPos;}//刷新当前按压位置的信息//s = touch.position.ToString();}if ((joystick.GetComponent<RectTransform>().anchoredPosition.normalized * m_radius).magnitude > 0)moveInfo = joystick.GetComponent<RectTransform>().anchoredPosition.magnitude / (joystick.GetComponent<RectTransform>().anchoredPosition.normalized * m_radius).magnitude;elsemoveInfo = 0;moveDir = joystick.GetComponent<RectTransform>().anchoredPosition.normalized;}//判断是否触碰触发区边缘,并作相应调整private void CheckIsEdge(){float y = Mathf.Abs(transform.position.y - chassis.transform.position.y);float x = Mathf.Abs(transform.position.x - chassis.transform.position.x);//判断摇杆盘底是否触碰触发区上下边缘if (y > transform.position.x - m_radius){chassis.transform.position = new Vector3(chassis.transform.position.x, m_radius, chassis.transform.position.z);}else if (y < m_radius){chassis.transform.position = new Vector3(chassis.transform.position.x, chassis.transform.position.y - m_radius, chassis.transform.position.z);}//判断摇杆底盘是否触碰触发区域左右边缘if (x > transform.position.x - m_radius){chassis.transform.position = new Vector3(m_radius, chassis.transform.position.y, chassis.transform.position.z);}else if (x < m_radius){chassis.transform.position = new Vector3(chassis.transform.position.x - m_radius, chassis.transform.position.y, chassis.transform.position.z);}}/// <summary>/// 生成对象并建立关系/// </summary>/// <param name="name"></param>/// <param name="parent"></param>/// <returns></returns>GameObject CreateChild(string name,Transform parent,E_JoystickComponent joystickComponent){GameObject gameObject = new GameObject(name);gameObject.transform.SetParent(parent);Image image;RectTransform rectTransform;Vector2 triggerRect = this.GetComponent<RectTransform>().sizeDelta;switch (joystickComponent){case E_JoystickComponent.chassis:image = gameObject.AddComponent(typeof(Image)) as Image;image.sprite = chassis_sprite;image.color = Color.black;rectTransform = image.gameObject.GetComponent<RectTransform>();rectTransform.anchoredPosition = Vector2.zero;rectTransform.sizeDelta = new Vector2(triggerRect.x * 2 / 7, triggerRect.y * 2 / 7);m_radius = triggerRect.x * 2 / 7 / 2;prePos = rectTransform.position;break;case E_JoystickComponent.joystick:image = gameObject.AddComponent(typeof(Image)) as Image;image.sprite = joystick_sprite;image.color = Color.red;rectTransform = image.gameObject.GetComponent<RectTransform>();rectTransform.anchoredPosition = Vector2.zero;rectTransform.sizeDelta = new Vector2(triggerRect.x / 7, triggerRect.y / 7);iniPos = rectTransform.anchoredPosition;break;}return gameObject;}}
演示:
魅蓝 note5 Unity Remote 5 的录屏情况
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