Unity UGUI通过摇杆控制角色移动

本文实例为大家分享了Unity UGUI通过摇杆控制角色移动的具体代码,供大家参考,具体内容如下

简单版:控制方块的移动。

进阶版:控制人物的移动

知识铺垫:

首先我们必须要知道,在Unity的UGUI中,对UI的操作有八个回调,分别需要实现八个接口。分别是:

鼠标进入,鼠标离开,鼠标点下,鼠标抬起,鼠标开始拖拽,鼠标拖拽中,拖拽结束

如下所示:

我们可以先对这几个接口方法进行一下测试:

测试结束后,大家就会对这些接口方法有一些初步的了解。

using UnityEngine;

using UnityEngine.EventSystems;

// UGUI提供了一些用来操作控件的一些方法, 这些方法是以回调的形式提供的

// 通过接口回调来实现的

/*

* IPointerEnterHandler void OnPointerEnter(PointerEventData eventData)

* IPointerExitHandler void OnPointerExit(PointerEventData eventData)

*

* IPointerDownHandler void OnPointerDown(PointerEventData eventData)

* IPointerUpHandler void OnPointerUp(PointerEventData eventData)

* IPointerClickHandler void OnPointerClick(PointerEventData eventData)

*

* IBeginDragHandler void OnBeginDrag(PointerEventData eventData)

* IDragHandler void OnDrag(PointerEventData eventData)

* IEndDragHandler void OnEndDrag(PointerEventData eventData)

*/

public class UGUICallBack : MonoBehaviour,

IPointerEnterHandler, IPointerExitHandler,

IPointerDownHandler, IPointerUpHandler, IPointerClickHandler,

IBeginDragHandler, IDragHandler, IEndDragHandler

{

/// <summary>

/// 当鼠标滑入控件的范围

/// </summary>

/// <param name="eventData"></param>

public void OnPointerEnter(PointerEventData eventData) {

Debug.Log("鼠标划入");

}

/// <summary>

/// 当鼠标离开控件的范围

/// </summary>

/// <param name="eventData"></param>

public void OnPointerExit(PointerEventData eventData) {

Debug.Log("鼠标离开");

}

/// <summary>

/// 当鼠标在控件范围内按下

/// </summary>

/// <param name="eventData"></param>

public void OnPointerDown(PointerEventData eventData) {

Debug.Log("鼠标按下");

}

/// <summary>

/// 当鼠标在控件范围内抬起

/// </summary>

/// <param name="eventData"></param>

public void OnPointerUp(PointerEventData eventData) {

Debug.Log("鼠标抬起");

}

/// <summary>

/// 当鼠标在控件范围内点击

/// </summary>

/// <param name="eventData"></param>

public void OnPointerClick(PointerEventData eventData) {

Debug.Log("鼠标点击");

}

/// <summary>

/// 当鼠标开始拖拽

/// </summary>

/// <param name="eventData"></param>

public void OnBeginDrag(PointerEventData eventData) {

Debug.Log("开始拖拽");

}

/// <summary>

/// 当鼠标拖拽过程中

/// </summary>

/// <param name="eventData"></param>

public void OnDrag(PointerEventData eventData) {

Debug.Log("拖拽中");

}

/// <summary>

/// 当拖拽完成

/// </summary>

/// <param name="eventData"></param>

public void OnEndDrag(PointerEventData eventData) {

Debug.Log("拖拽完成");

}

}

下面开始讲解案例:

第一步:实现对遥感按钮的操作, 从上面的八大接口方法可以了解到,如果想实现遥感的方法我们需要实现有关拖拽的回调:UI过拽中, UI拖拽结束

对遥感的操作代码如下(非移动完整版,下面有移动完整版EasyTouchMove):

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.EventSystems;

public class EasyTouchMove : MonoBehaviour, IDragHandler,IEndDragHandler{

//图标移动最大半径

public float maxRadius = 100;

//初始化背景图标位置

private Vector2 moveBackPos;

// Use this for initialization

void Start () {

//初始化背景图标位置

moveBackPos = transform.parent.transform.position;

}

/// <summary>

/// 当鼠标开始拖拽时

/// </summary>

/// <param name="eventData"></param>

public void OnDrag(PointerEventData eventData) {

//获取鼠标位置与初始位置之间的向量

Vector2 oppsitionVec = eventData.position - moveBackPos;

//获取向量的长度

float distance = Vector3.Magnitude(oppsitionVec);

//最小值与最大值之间取半径

float radius = Mathf.Clamp(distance, 0, maxRadius);

//限制半径长度

transform.position = moveBackPos + oppsitionVec.normalized * radius;

}

/// <summary>

/// 当鼠标停止拖拽时

/// </summary>

/// <param name="eventData"></param>

public void OnEndDrag(PointerEventData eventData) {

transform.position = moveBackPos;

}

}

如何控制木块的移动呢:

初学者一般在学习Unity的时候都是WSAD控制移动的,遥感控制移动只需要更改一个很小的地方即可:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class Cube : MonoBehaviour {

public EasyTouchMove touch;

// Use this for initialization

void Start () {

}

// Update is called once per frame

void Update () {

//获取horizontal 和 vertical 的值,其值位遥感的localPosition

float hor = touch.Horizontal;

float ver = touch.Vertical;

Vector3 direction = new Vector3(hor, 0, ver);

if(direction!= Vector3.zero) {

//控制转向

transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(direction),Time.deltaTime*10);

//向前移动

transform.Translate(Vector3.forward * Time.deltaTime * 5);

}

}

}

木块版本遥感操作代码:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.EventSystems;

public class EasyTouchMove : MonoBehaviour, IDragHandler,IEndDragHandler{

//图标移动最大半径

public float maxRadius = 100;

//初始化背景图标位置

private Vector2 moveBackPos;

//hor,ver的属性访问器

private float horizontal=0;

private float vertical=0;

public float Horizontal {

get { return horizontal; }

}

public float Vertical {

get { return vertical; }

}

// Use this for initialization

void Start () {

//初始化背景图标位置

moveBackPos = transform.parent.transform.position;

}

// Update is called once per frame

void Update () {

horizontal = transform.localPosition.x;

vertical = transform.localPosition.y;

}

/// <summary>

/// 当鼠标开始拖拽时

/// </summary>

/// <param name="eventData"></param>

public void OnDrag(PointerEventData eventData) {

//获取鼠标位置与初始位置之间的向量

Vector2 oppsitionVec = eventData.position - moveBackPos;

//获取向量的长度

float distance = Vector3.Magnitude(oppsitionVec);

//最小值与最大值之间取半径

float radius = Mathf.Clamp(distance, 0, maxRadius);

//限制半径长度

transform.position = moveBackPos + oppsitionVec.normalized * radius;

}

/// <summary>

/// 当鼠标停止拖拽时

/// </summary>

/// <param name="eventData"></param>

public void OnEndDrag(PointerEventData eventData) {

transform.position = moveBackPos;

transform.localPosition = Vector3.zero;

}

}

如何用遥感控制角色的移动,这里我们通过动画的位移来控制移动。只需当director!=vector3.zero 的时候更改动画控制器里的Float即可:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class PlayerController : MonoBehaviour {

//获取动画控制器

private Animator ani;

//获取遥感脚本

public EasyTouchMove touch;

void Start () {

ani = GetComponent<Animator>();

}

// Update is called once per frame

void Update () {

//hor = 遥感脚本中的localPosition.x

float hor = touch.Horizontal;

//hor = 遥感脚本中的localPosition.y

float ver = touch.Vertical;

Vector3 direction = new Vector3(hor, 0, ver);

if (direction != Vector3.zero) {

//控制移动

float newSpeed = Mathf.Lerp(ani.GetFloat("Speed"), 3, Time.deltaTime * 5);

ani.SetFloat("Speed", newSpeed);

//控制旋转

transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(direction), Time.deltaTime * 10);

}else {

//停止移动

float newSpeed = Mathf.Lerp(ani.GetFloat("Speed"), 0, Time.deltaTime * 5);

ani.SetFloat("Speed", 0);

}

}

}

以上是 Unity UGUI通过摇杆控制角色移动 的全部内容, 来源链接: utcz.com/z/355256.html

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