本帖最后由 qq534575060 于 2015-5-27 17:17 编辑
好久没有写文章了,最近在做项目是用的unity最新的ui系统UGUI,项目需要做一个摇杆,网上大部分都是用的插件和NGUI做的摇杆,unity自带的摇杆也不怎么好用,而最新的unity4.6.x来了,加入了最新的UI系统“UGUI”,那我们怎么用UGUI来制作摇杆呢~大神勿喷,本人是技术渣渣。 比较出色的摇杆插件《Easy Touch》(很强大)
还是主要讲讲我们自己怎么做。
首先在unity场景里面新建一个空物体和两个Image,把空物体放在创建Image自动生成的Canvas里面,再把两个Image放在空物体里 Image建立方式:GameObject->UI->Image 或者直接在“Hierarchy”右键然后UI->Image,看喜好。 空物体和两个Image的命名看个人喜好。 威恩的节点是这样的: 节点中的joystack是刚刚建立的空节点。 Backgound是摇杆的背景。 JoystackControl是真实的可以拖动的摇杆。 把Backgound和JoystackControl的SourceImage替换成自己喜欢的图片,并且把JoystackControl的图片缩小点,这里我就用系统自带的图片了,威恩这两个节点的inspector如下(我修改过得地方用红框标注了,其他都没改): 最终样子如下: 那么样子有了就需要让他动起来,需要三个类“EventTriggerListener”、“JoystackCc”、“PlayerMoveControl”。
EventTriggerListener:在NGUI开发的时候处理事件都会用到UIEventListener,我们已经用的习惯的不得了,而UGUI则不是这种机制, 并且我觉得这种是最合理的方式,所以自己写一套类似的。 只是一个帮助类,不需要挂在任何的游戏对象上。 JoystackCc:这是主要来控制摇杆的。 挂在JoystackControl节点上 PlayerMoveControl:这是主要来通过摇杆来控制角色的。 挂在你想控制的物体上
直接上代码,写了注释,就不哔哔了。 EventTriggerListener.cs - using UnityEngine;
- using System.Collections;
- using UnityEngine.EventSystems;
- using System.Collections.Generic;
-
- /// <summary>
- /// UGUI事件监听类
- /// </summary>
- public class EventTriggerListener : UnityEngine.EventSystems.EventTrigger{
- public delegate void VoidDelegate (GameObject go);
- public delegate void VectorDelegate(GameObject go, Vector2 delta);
- public VoidDelegate onClick;
- public VoidDelegate onDown;
- public VoidDelegate onEnter;
- public VoidDelegate onExit;
- public VoidDelegate onUp;
- public VoidDelegate onSelect;
- public VoidDelegate onUpdateSelect;
-
- public VectorDelegate onDrag;
- public VoidDelegate onDragOut;
-
-
- static public EventTriggerListener Get (GameObject go)
- {
- if(go==null){
- Debug.LogError("EventTriggerListener_go_is_NULL");
- return null;
- }
- else{
- EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
- if (listener == null) listener = go.AddComponent<EventTriggerListener>();
- return listener;
- }
- }
-
- public override void OnDrag(PointerEventData eventData)
- {
- if (onDrag != null) onDrag(gameObject, eventData.delta);
- }
-
- public override void OnEndDrag(PointerEventData eventData)
- {
- if (onDragOut != null) onDragOut(gameObject);
- }
-
- public override void OnPointerClick(PointerEventData eventData)
- {
- if(onClick != null) onClick(gameObject);
- }
- public override void OnPointerDown (PointerEventData eventData){
- if(onDown != null) onDown(gameObject);
- }
- public override void OnPointerEnter (PointerEventData eventData){
- if(onEnter != null) onEnter(gameObject);
- }
- public override void OnPointerExit (PointerEventData eventData){
- if(onExit != null) onExit(gameObject);
- }
- public override void OnPointerUp (PointerEventData eventData){
- if(onUp != null) onUp(gameObject);
- }
- public override void OnSelect (BaseEventData eventData){
- if(onSelect != null) onSelect(gameObject);
- }
- public override void OnUpdateSelected (BaseEventData eventData){
- if(onUpdateSelect != null) onUpdateSelect(gameObject);
- }
- }
复制代码JoystackCc.cs - using UnityEngine;
- using System.Collections;
-
- public class JoystackCc : MonoBehaviour {
- private Vector3 Origin;
-
- Transform mTrans;
-
- private Vector3 _deltaPos;
- private bool _drag = false;
-
- private Vector3 deltaPosition;
-
- float dis;
- [SerializeField]
- private float MoveMaxDistance = 80; //最大拖动距离
-
- [HideInInspector]
- public Vector3 FiexdMovePosiNorm; //固定8个角度移动的距离
-
- [HideInInspector]
- public Vector3 MovePosiNorm; //标准化移动的距离
- [SerializeField]
- private float ActiveMoveDistance = 1; //激活移动的最低距离
- void Awake()
- {
- EventTriggerListener.Get(gameObject).onDrag = OnDrag;
- EventTriggerListener.Get(gameObject).onDragOut = OnDragOut;
-
- EventTriggerListener.Get(gameObject).onDown = OnMoveStart;
- }
-
-
- // Use this for initialization
- void Start () {
- Origin = transform.localPosition; //设置原点
- mTrans = transform;
- }
-
- // Update is called once per frame
- void Update()
- {
- dis = Vector3.Distance(transform.localPosition, Origin); //拖动距离,这不是最大的拖动距离,是根据触摸位置算出来的
- if (dis >= MoveMaxDistance) //如果大于可拖动的最大距离
- {
- Vector3 vec = Origin + (transform.localPosition - Origin) * MoveMaxDistance / dis; //求圆上的一点:(目标点-原点) * 半径/原点到目标点的距离
- transform.localPosition = vec;
- }
- if (Vector3.Distance(transform.localPosition, Origin) > ActiveMoveDistance) //距离大于激活移动的距离
- {
- MovePosiNorm = (transform.localPosition - Origin).normalized;
- MovePosiNorm = new Vector3(MovePosiNorm.x, 0, MovePosiNorm.y);
- }
- else
- MovePosiNorm = Vector3.zero;
- }
- void MiouseDown()
- {
- if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved))
- {
- }
- else
- mTrans.localPosition = Origin;
- }
- Vector3 result;
- private Vector3 _checkPosition(Vector3 movePos, Vector3 _offsetPos)
- {
- result = movePos + _offsetPos;
- return result;
- }
-
- void OnDrag(GameObject go, Vector2 delta)
- {
- if (!_drag)
- {
- _drag = true;
- }
- _deltaPos = delta;
-
- mTrans.localPosition += new Vector3(_deltaPos.x, _deltaPos.y, 0);
- }
-
- void OnDragOut(GameObject go)
- {
- _drag = false;
- mTrans.localPosition = Origin;
- if (PlayerMoveControl.moveEnd != null) PlayerMoveControl.moveEnd();
- }
-
- void OnMoveStart(GameObject go)
- {
- if (PlayerMoveControl.moveStart != null) PlayerMoveControl.moveStart();
- }
- }
复制代码PlayerMoveControl.cs - using UnityEngine;
- using System.Collections;
-
- public class PlayerMoveControl : MonoBehaviour {
- private Transform _mTransform;
- public JoystackCc _mJoystackCc;
-
- public float moveSpeed = 50;
-
- public delegate void MoveDelegate();
- public static MoveDelegate moveEnd;
- public static MoveDelegate moveStart;
- public static PlayerMoveControl Instance;
- // Use this for initialization
- void Awake()
- {
- Instance = this;
- _mTransform = transform;
-
- moveEnd = OnMoveEnd;
- moveStart = OnMoveStart;
- }
- void Start () {
-
- }
- void OnMoveEnd()
- {
- _turnBase = false;
- }
-
- void OnMoveStart()
- {
- _turnBase = true;
- }
-
- // Update is called once per frame
- private float angle;
- private bool _turnBase = false;
- void Update()
- {
- if (_turnBase)
- {
- Vector3 vecMove = _mJoystackCc.MovePosiNorm*Time.deltaTime*moveSpeed/10;
- _mTransform.localPosition+=vecMove;
- angle = Mathf.Atan2 (_mJoystackCc.MovePosiNorm.x, _mJoystackCc.MovePosiNorm.z) * Mathf.Rad2Deg - 10;
- _mTransform.localRotation = Quaternion.Euler(Vector3.up*angle);
- }
- }
- }
复制代码建好这三个类之后,把他们绑定到相应的节点上。都挂在哪,代码上面有写 测试一下,威恩新建了一个cube来作为测试对象,加了个plane作为“伪”地面,太黑了再打个灯…. 下面是测试效果:
如果有任何问题直接留言~尽自己所能帮忙解决~
|