using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace JoystickPlugin
{
public class Joystick : MonoBehaviour, IPointerUpHandler, IDragHandler, IPointerDownHandler
{
public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } }
public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } }
public Vector2 Direction { get { return new Vector2(Horizontal, Vertical); } }
public float HandleRange
{
get { return handleRange; }
set { handleRange = Mathf.Abs(value); }
}
public float DeadZone
{
get { return deadZone; }
set { deadZone = Mathf.Abs(value); }
}
public AxisOptions AxisOptions { get { return AxisOptions; } set { axisOptions = value; } }
public bool SnapX { get { return snapX; } set { snapX = value; } }
public bool SnapY { get { return snapY; } set { snapY = value; } }
[SerializeField] private float handleRange = 1;
[SerializeField] private float deadZone = 0;
[SerializeField] private AxisOptions axisOptions = AxisOptions.Both;
[SerializeField] private bool snapX = false;
[SerializeField] private bool snapY = false;
[SerializeField] public RectTransform background = null;
[SerializeField] public RectTransform handle = null;
private RectTransform baseRect = null;
private Canvas canvas;
private Camera cam;
private Vector2 input = Vector2.zero;
private void Awake()
{
HandleRange = 0.5f;
DeadZone = 0;
AxisOptions = AxisOptions.Both;
SnapX = false;
SnapY = false;
background = transform.Find("Background").GetComponent
handle = transform.Find("Background/Handle").GetComponent
baseRect = GetComponent
canvas = transform.parent.GetComponent
protected virtual void Start()
{
HandleRange = handleRange;
DeadZone = deadZone;
baseRect = GetComponent
canvas = GetComponentInParent
public virtual void OnPointerDown(PointerEventData eventData)
{
OnDrag(eventData);
}
public void OnDrag(PointerEventData eventData)
{
cam = null;
if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
cam = canvas.worldCamera;
Vector2 position = RectTransformUtility.WorldToScreenPoint(cam, background.position);
Vector2 radius = background.sizeDelta / 2;
input = (eventData.position - position) / (radius * canvas.scaleFactor);
FormatInput();
HandleInput(input.magnitude, input.normalized, radius, cam);
handle.anchoredPosition = input * radius * handleRange;
}
protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
{
if (magnitude > deadZone)
{
if (magnitude > 1)
input = normalised;
}
else
input = Vector2.zero;
}
private void FormatInput()
{
if (axisOptions == AxisOptions.Horizontal)
input = new Vector2(input.x, 0f);
else if (axisOptions == AxisOptions.Vertical)
input = new Vector2(0f, input.y);
}
private float SnapFloat(float value, AxisOptions snapAxis)
{
if (value == 0)
return value;
if (axisOptions == AxisOptions.Both)
{
float angle = Vector2.Angle(input, Vector2.up);
if (snapAxis == AxisOptions.Horizontal)
{
if (angle < 22.5f || angle > 157.5f)
return 0;
else
return (value > 0) ? 1 : -1;
}
else if (snapAxis == AxisOptions.Vertical)
{
if (angle > 67.5f && angle < 112.5f)
return 0;
else
return (value > 0) ? 1 : -1;
}
return value;
}
else
{
if (value > 0)
return 1;
if (value < 0)
return -1;
}
return 0;
}
public virtual void OnPointerUp(PointerEventData eventData)
{
input = Vector2.zero;
handle.anchoredPosition = Vector2.zero;
}
protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition)
{
Vector2 localPoint = Vector2.zero;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(baseRect, screenPosition, cam, out localPoint))
{
Vector2 pivotOffset = baseRect.pivot * baseRect.sizeDelta;
return localPoint - (background.anchorMax * baseRect.sizeDelta) + pivotOffset;
}
return Vector2.zero;
}
}
public enum AxisOptions { Both, Horizontal, Vertical }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using JoystickPlugin;
public class testTANK : MonoBehaviour
{
FixedJoystick fx;
public Transform t;
// Start is called before the first frame update
void Start()
{
//滑轮
fx = transform.Find("touch_bg").gameObject.AddComponent
fx.HandleRange = 0.5f;
fx.enabled = true;
}
// Update is called once per frame
void Update()
{
//Quaternion rotation = Quaternion.LookRotation(fx.Direction);
// 应用旋转到GameObject
//t.localEulerAngles =new Vector3(0,0, Vector2ToAngle(fx.Direction));
t.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2ToAngle(fx.Direction)));
//t.rotation = Quaternion.Euler();
t.transform.Translate(fx.Direction * Time.fixedDeltaTime*50 , Space.World);
}
float Vector2ToAngle(Vector2 vector)
{
// 使用Atan2计算角度,并将弧度转换为度数
float angle = Mathf.Atan2(vector.y, vector.x) * Mathf.Rad2Deg-90f;
// 保证角度为正数
if (angle < 0) angle += 360;
return angle;
}
}