小遊戲網站源碼,Unity 超級簡單搖桿製做

小遊戲網站源碼,Unity 超級簡單搖桿製做實現的相關代碼
1:首先創建兩個Image,而後將其中一個爲父物體,另外一個爲子物體,而且調整好大小
2:在父物體上寫個JoyStick.cs腳本:
動畫

```cpp
using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
public class JoyStick : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
{
public static float h, v; //傳出hv
public float maxDis; //最大距離

private RectTransform childRectTrans;
private Coroutine coroutine = null;

void Start()
{
childRectTrans = transform.GetChild(0) as RectTransform;
}
public void OnBeginDrag(PointerEventData eventData)
{
if (coroutine != null)
{
StopCoroutine(coroutine);
coroutine = null;
}
}
public void OnDrag(PointerEventData eventData)
{
Vector3 outPos;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(this.transform as RectTransform, eventData.position, eventData.pressEventCamera, out outPos))
{
childRectTrans.position = outPos;

//限制拖拽距離
childRectTrans.anchoredPosition = Vector2.ClampMagnitude(childRectTrans.anchoredPosition, maxDis);

//或者利用子物體和父物體的距離判斷是否超過最大距離,當距離大於等於最大的距離時候,
//計算父物體和子物體的向量,而後利用向量*最大距離來限制拖拽距離
//if (Vector2.Distance(childRectTrans.position, this.transform.position) > maxDis)
//{
// Vector2 dir = (childRectTrans.position - this.transform.position).normalized;
// childRectTrans.anchoredPosition = dir * maxDis;
//}
GetHV();
}
}

public void OnEndDrag(PointerEventData eventData)
{
//當結束拖動,要將物體歸0,爲了加一點緩衝效果
//(1)能夠使用dotween等補間動畫插件,會減小不少
//rectTransform.DoAnchoredPos(Vector2.zero,0.5f);
//(2)或者使用攜程 這裏使用攜程
if (coroutine == null)
coroutine = StartCoroutine(IEToZeroPos(childRectTrans, 0.1f));
}
private void GetHV()
{
h = childRectTrans.anchoredPosition.x / maxDis;
v = childRectTrans.anchoredPosition.y / maxDis;
}
private IEnumerator IEToZeroPos(RectTransform rectTransform, float duartion)
{
if (duartion == 0f)
{
yield return null;
rectTransform.anchoredPosition = Vector2.zero;
GetHV();
coroutine = null;
yield break;
}
Vector2 currentpos = rectTransform.anchoredPosition;
float offx = currentpos.x / duartion;
float offy = currentpos.y / duartion;
while (rectTransform.anchoredPosition != Vector2.zero)
{
yield return null;
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x - offx * Time.deltaTime, rectTransform.anchoredPosition.y - offy * Time.deltaTime);
GetHV();
if (rectTransform.anchoredPosition.sqrMagnitude < 8f)
{
rectTransform.anchoredPosition = Vector2.zero;
GetHV();
coroutine = null;
break;
}
}
}
}
```

 


另外附上Cube上面的腳本網站

 

```cpp
private void Update()
{
Vector3 dir = new Vector3(JoyStick.h, 0, JoyStick.v);
if (dir.sqrMagnitude > 0)
{
transform.Translate(dir * 3f * Time.deltaTime,Space.World);
Quaternion targatRotate = Quaternion.LookRotation(dir, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targatRotate, 3 * Time.deltaTime);
}
}
```

 

加個使用doTween的吧this

```cpp
using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections; using DG.Tweening;
public class JoyStick : MonoBehaviour, IDragHandler, IEndDragHandler, IBeginDragHandler
{
public static float h, v; //傳出hv
public float maxDis; //最大距離

private RectTransform childRectTrans;
private Coroutine coroutine = null;

void Start()
{
childRectTrans = transform.GetChild(0) as RectTransform;
}
public void OnBeginDrag(PointerEventData eventData)
{
if (coroutine != null)
{
StopCoroutine(coroutine);
coroutine = null;
}
}
public void OnDrag(PointerEventData eventData)
{
Vector3 outPos;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(this.transform as RectTransform, eventData.position, eventData.pressEventCamera, out outPos))
{
childRectTrans.position = outPos;

//限制拖拽距離
childRectTrans.anchoredPosition = Vector2.ClampMagnitude(childRectTrans.anchoredPosition, maxDis);

//或者利用子物體和父物體的距離判斷是否超過最大距離,當距離大於等於最大的距離時候,
//計算父物體和子物體的向量,而後利用向量*最大距離來限制拖拽距離
//if (Vector2.Distance(childRectTrans.position, this.transform.position) > maxDis)
//{
// Vector2 dir = (childRectTrans.position - this.transform.position).normalized;
// childRectTrans.anchoredPosition = dir * maxDis;
//}
GetHV();
}
}

public void OnEndDrag(PointerEventData eventData)
{
//當結束拖動,要將物體歸0,爲了加一點緩衝效果
//(1)能夠使用dotween等補間動畫插件,會減小不少
rectTransform.DoAnchoredPos(Vector2.zero,0.5f).OnUpdate(GetHV);
}
private void GetHV()
{
h = childRectTrans.anchoredPosition.x / maxDis;
v = childRectTrans.anchoredPosition.y / maxDis;
}

}
```

 

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