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