【转】unity3d 摇杆控制(C#)

时间:2021-10-03 05:29:07

转载自雨松MOMO的博客原文地址:http://blog.csdn.net/xys289187120/article/details/6961080
控制类:

【转】unity3d 摇杆控制(C#)【转】unity3d 摇杆控制(C#)View Code
using UnityEngine; 
using System.Collections;
public class Controller : MonoBehaviour
{
public MPJoystick moveJoystick;
void Update()
{
float touchKey_x=moveJoystick.position.x;
float touchKey_y=moveJoystick.position.y;
print(touchKey_x
+"||"+touchKey_y);
if(touchKey_x == 0&&touchKey_y==0)
{
if(!animation.isPlaying)
{
animation.Play(
"Idle");//待机动画
}
}
else
{
animation.Play(
"Walk");//行走的动画
transform.LookAt(new Vector3(touchKey_x*100000,transform.position.y,touchKey_y*100000));
transform.Translate(Vector3.forward
*5*Time.deltaTime);
}
}
}

摇杆类:  看了半天 不大明白 贴出来直接用就成
  

     using UnityEngine;  
[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 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;

}
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) {lastFingerId = touch.fingerId; }
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

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 );

}
}
}