• NGUI版虚拟摇杆


    以下是我用nui实现的一个虚拟摇杆。

    1,示图



    2、代码例如以下,都有比較具体的凝视。就不说明了。

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    
    
    [ExecuteInEditMode]
    public class Joystick : MonoBehaviour
    {    
        #region Delegate & Event
        public delegate void JoystickEventHandler(Joystick joystick);
        /// <summary>
        /// 开如
        /// </summary>
        public static event JoystickEventHandler On_JoystickMoveStart;
        /// <summary>
        /// Occurs when the joystick move.
        /// </summary>
        public static event JoystickEventHandler On_JoystickMove;
        /// <summary>
        /// thumb偏离中心位置。并牌按住时,每帧的回调
        /// </summary>
        public static event JoystickEventHandler On_JoystickHolding;
        /// <summary>
        /// Occurs when the joystick stops move
        /// </summary>
        public static event JoystickEventHandler On_JoystickMoveEnd;
        
        #endregion    
    
        #region   property
        [SerializeField] bool isRunInEditor = false;
        [SerializeField]private string joystickName = "NguiJoystick";
        public string JoystickName { get { return this.joystickName; } }
        [HideInInspector]private bool isLimitInCircle = true;
        public bool IsLimitInCircle { get { return this.isLimitInCircle; } }
        [SerializeField]private int radius = 100;
        public int Radius { get{ return this.radius; } }
    
        [SerializeField]
        private float minAlpha = 0.3f;
        public float MinAlpha { get { return this.minAlpha; } }
    
        private Vector2 joystickAxis = Vector2.zero;
        /// <summary>
        /// Gets the joystick axis value between -1 & 1...
        /// </summary>
        /// <value>
        /// The joystick axis.
        /// </value>
        public Vector2 JoystickAxis { get { return this.joystickAxis; } }
    
        private Vector2 lastJoystickAxis = Vector2.zero;
        public Vector2 LastJoystickAxis { get { return this.lastJoystickAxis; } }
        
        bool isForBid = false;
        /// <summary>
        /// 推断joystick是否被禁用
        /// </summary>
        public bool IsForBid { get { return this.isForBid; } }
        bool isHolding = false;
        public bool IsHolding { get { return this.isHolding; } }
        #endregion
    
        UIWidget root;
    	[SerializeField]UISprite bg;
    	[SerializeField]UISprite thumb;
    
        void Awake()
        {
            this.name = this.JoystickName;
            root = this.GetComponent<UIWidget>();
            Init();
        }
    	
    	
    	// Update is called once per frame   
    	void Update ()
        {
            if (isRunInEditor && Application.isEditor && !Application.isPlaying)
            {
                SetJoystickSize(radius);
            }
    
            if (!isForBid && isHolding)
            {
                Debug.Log("111111");
                if (On_JoystickHolding != null)
                {
                    On_JoystickHolding(this);
                }
            }
    	}
    
        void Init()
        {
            bg.transform.localPosition = Vector3.zero;
            thumb.transform.localPosition = Vector3.zero;
            SetJoystickSize(radius);
            Lighting(minAlpha);
        }
    
    	#region ngui event
        ///// <summary>
        ///// test
        ///// </summary>
        //void OnClick ()
        //{
        //    Debug.Log("mouse pos :" + Input.mousePosition + " -- touch pos :" + ScreenPos_to_NGUIPos(Input.mousePosition));
        //    thumb.transform.localPosition = ScreenPos_to_NGUIPos(Input.mousePosition);
        //}
        void OnPress (bool isPressed)
        {
            if (isForBid)
            {
                Debug.Log("joystick is forbid!");
                return;
            }
            Debug.Log("OnPress:" + isPressed.ToString());
            if(isPressed)
            {
                Lighting(1f);
                CalculateJoystickAxis();
                if (On_JoystickMoveStart != null)
                {
                    On_JoystickMoveStart(this);
                }
                isHolding = true;
            }
            else
            {
                CalculateJoystickAxis();
                if (On_JoystickMoveEnd != null)
                {
                    On_JoystickMoveEnd(this);
                }
                thumb.transform.localPosition = Vector3.zero;
                FadeOut(1f, minAlpha);
                isHolding = false;
            }
        }
    
        //void OnDragStart ()
        //{
        //    if (isForBid)
        //    {
        //        Debug.Log("joystick is forbid!");
        //        return;
        //    }
    
        //    Debug.Log("OnDragStart");
        //    Lighting(1f);
        //    CalculateJoystickAxis();
        //    if(On_JoystickMoveStart!=null)
        //    {
        //        On_JoystickMoveStart(this);
        //    }
    	//    isHolding = true;
        //    Debug.Log(string.Format("time:{0} - axis:{1}", Time.time, joystickAxis));
        //}
    
        void OnDrag(Vector2 delta)
        {
            if (isForBid)
            {
                return;
            }
    
            //Debug.Log("OnDrag:"+delta.ToString());        
            CalculateJoystickAxis();
            if (On_JoystickMoveStart != null)
            {
                On_JoystickMoveStart(this);
            }
        }
    
    
        //void OnDragEnd ()
        //{
        //    if (isForBid)
        //    {
        //        return;
        //    }
    
        //    Debug.Log("OnDragEnd");             
        //    CalculateJoystickAxis();
        //    if (On_JoystickMoveEnd != null)
        //    {
        //        On_JoystickMoveEnd(this);
        //    }
        //    thumb.transform.localPosition = Vector3.zero;
        //    FadeOut(1f, minAlpha);
        //    isHolding = false;
        //}
    	#endregion
    
        #region utile
    
        /// <summary>
        /// 计算JoystickAxis
        /// </summary>
        /// <returns></returns>
        void CalculateJoystickAxis()
        {
            Vector3 offset = ScreenPos_to_NGUIPos(UICamera.currentTouch.pos);
            offset -= transform.localPosition;
            if (isLimitInCircle)
            {
                if (offset.magnitude > radius)
                {
                    offset = offset.normalized * radius;
                }
            }
            thumb.transform.localPosition = offset;
    
            lastJoystickAxis = joystickAxis;
            joystickAxis = new Vector2(offset.x / radius, offset.y / radius);
        }
    
        /// <summary>
        /// Axis2s the angle.
        /// </summary>
        /// <returns>
        /// The angle.
        /// </returns>
        public float Axis2Angle(bool inDegree = true)
        {
            float angle = Mathf.Atan2(joystickAxis.x, joystickAxis.y);
    
            if (inDegree)
            {
                return angle * Mathf.Rad2Deg;
            }
            else
            {
                return angle;
            }
        }
    
        /// <summary>
        /// Axis2s the angle.
        /// </summary>
        /// <returns>
        /// The angle.
        /// </returns>
        public float Axis2Angle(Vector2 axis, bool inDegree = true)
        {
            float angle = Mathf.Atan2(axis.x, axis.y);
    
            if (inDegree)
            {
                return angle * Mathf.Rad2Deg;
            }
            else
            {
                return angle;
            }
        }
    
    
    
        /// <summary>
        /// 屏幕坐标-->ui坐标
        /// </summary>
        /// <param name="screenPos"></param>
        /// <returns></returns>
        Vector3 ScreenPos_to_NGUIPos(Vector3 screenPos)
        {
            Vector3 uiPos = UICamera.currentCamera.ScreenToWorldPoint(screenPos);
            uiPos = UICamera.currentCamera.transform.InverseTransformPoint(uiPos);
            return uiPos;
        }
    
        /// <summary>
        /// 屏幕坐标-->ngui坐标
        /// </summary>
        /// <param name="screenPos"></param>
        /// <returns></returns>
        Vector3 ScreenPos_to_NGUIPos(Vector2 screenPos)
        {
            return ScreenPos_to_NGUIPos(new Vector3(screenPos.x, screenPos.y, 0f));
        }
    
        /// <summary>
        /// 设置摇杆的大小
        /// </summary>
        /// <param name="radius"></param>
        void SetJoystickSize(int radius)
        {
            root.width = 2 * radius;
            root.height = 2 * radius;
            thumb.width = (int)(40f / 100f * root.width);
            thumb.height = (int)(40f / 100f * root.height);
        }
    
        /// <summary>
        /// 点亮摇杆
        /// </summary>
        void Lighting(float alpha)
        {
            iTween.Stop(this.gameObject, "value");
            root.alpha = alpha;
        }
    
        /// <summary>
        /// 渐变摇杆的透明度
        /// </summary>
        void FadeOut(float fromAlpha, float toAlpha)
        {
            Hashtable itweenArgs = new Hashtable();
            itweenArgs.Add("easetype", iTween.EaseType.linear);
            itweenArgs.Add("from", fromAlpha);
            itweenArgs.Add("to", toAlpha);       
            itweenArgs.Add("time", 0.5f);
            itweenArgs.Add("onupdate", "OnFadeOutTween");
            iTween.ValueTo(this.gameObject, itweenArgs);
        }
        void OnFadeOutTween(float value)
        {
            root.alpha = value;
        }
    
        #endregion
    
        #region 激活、禁用的控制
        List<string> keys = new List<string>();
        
       /// <summary>
        /// 禁用
       /// </summary>
       /// <returns>返回值是,取消这个禁用要用到的key</returns>
        public string ForbidJosystick()
        {
            string key = System.Guid.NewGuid().ToString();
            keys.Add(key);
            isForBid = true;
            return key;
        }
    
        /// <summary>
        /// 启用
        /// </summary>
        /// <param name="key"></param>
        public void ActivizeJosystick(string key)
        {
            if(keys.Contains(key))
            {
                keys.Remove(key);
            }
    
            isForBid = true;
            if(keys.Count==0)
            {
                isForBid = false;
            }
        }
    
        #endregion
    }
    
    3、demo包,有兴趣的,也能够看看。


            下载:



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  • 原文地址:https://www.cnblogs.com/mfmdaoyou/p/6789128.html
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