unity中摇杆的使用
创始人
2024-11-16 03:35:31
0

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();
            //            background = transform.GetComponent();
            Debug.Log("canvas:::" + canvas);
            Debug.Log("transform:::" + transform);
//            handle = transform.Find("Handle").GetComponent();
        }

        protected virtual void Start()
        {
            HandleRange = handleRange;
            DeadZone = deadZone;
            baseRect = GetComponent();
            canvas = GetComponentInParent();
            if (canvas == null)
                Debug.LogError("The Joystick is not placed inside a canvas");
            Vector2 center = new Vector2(0.5f, 0.5f);
            background.pivot = center;
            handle.anchorMin = center;
            handle.anchorMax = center;
            handle.pivot = center;
            handle.anchoredPosition = Vector2.zero;
            input = Vector2.zero;
        }

        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;
    }
}
 

相关内容

热门资讯

透视必备!wpk辅助软件(透视... 透视必备!wpk辅助软件(透视)wpk透视辅助方法,教程资料(有挂方法)-哔哩哔哩wpk透视辅助方法...
受玩家影响!aapoker俱乐... 受玩家影响!aapoker俱乐部靠谱吗,aapoker辅助器怎么用(透视)技法教程(一直真的是有挂)...
透视手册!wepoker有辅助... 透视手册!wepoker有辅助器吗,wepokerplus开挂(脚本)详情教程(原来存在有挂)-哔哩...
透视透视!wpk辅助(透视)w... 透视透视!wpk辅助(透视)wpk俱乐部是真的吗,教程手册(有挂头条)-哔哩哔哩1、点击下载安装,w...
长期以来!aapoker辅助插... 长期以来!aapoker辅助插件工具,aapoker透视方法(透视)绝活儿教程(总是真的是有挂)-哔...
透视窍要!WePoKer辅助器... 透视窍要!WePoKer辅助器,wepoker轻量版透视方法(脚本)详情教程(一贯是真的挂)-哔哩哔...
透视分享!wpk德州局透视(透... 透视分享!wpk德州局透视(透视)wpk辅助购买,教程手筋(有挂透视)-哔哩哔哩1)wpk德州局透视...
备受关注的!aapoker透视... 备受关注的!aapoker透视脚本,aapoker怎么选牌(透视)教程书教程(确实真的是有挂)-哔哩...
透视技法!wepoker辅助是... 透视技法!wepoker辅助是真的吗,wepoker免费脚本弱密码(脚本)详细教程(其实是真的挂)-...
透视解密!wpk软件是真的吗(... 透视解密!wpk软件是真的吗(透视)wpk俱乐部怎么透视,教程窍门(真是有挂)-哔哩哔哩透视解密!w...