http://blog.csdn.net/onafioo/article/details/46403801
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{
- publicdelegate void VoidDelegate (GameObject go);
- publicdelegate void VectorDelegate(GameObject go, Vector2 delta);
- publicVoidDelegate onClick;
- publicVoidDelegate onDown;
- publicVoidDelegate onEnter;
- publicVoidDelegate onExit;
- publicVoidDelegate onUp;
- publicVoidDelegate onSelect;
- publicVoidDelegate onUpdateSelect;
- publicVectorDelegate onDrag;
- publicVoidDelegate onDragOut;
- staticpublic 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;
- }
- }
- publicoverride void OnDrag(PointerEventData eventData)
- {
- if(onDrag != null) onDrag(gameObject, eventData.delta);
- }
- publicoverride void OnEndDrag(PointerEventData eventData)
- {
- if(onDragOut != null) onDragOut(gameObject);
- }
- publicoverride void OnPointerClick(PointerEventData eventData)
- {
- if(onClick !=null) onClick(gameObject);
- }
- publicoverride void OnPointerDown (PointerEventData eventData){
- if(onDown !=null) onDown(gameObject);
- }
- publicoverride void OnPointerEnter (PointerEventData eventData){
- if(onEnter !=null) onEnter(gameObject);
- }
- publicoverride void OnPointerExit (PointerEventData eventData){
- if(onExit !=null) onExit(gameObject);
- }
- publicoverride void OnPointerUp (PointerEventData eventData){
- if(onUp !=null) onUp(gameObject);
- }
- publicoverride void OnSelect (BaseEventData eventData){
- if(onSelect !=null) onSelect(gameObject);
- }
- publicoverride void OnUpdateSelected (BaseEventData eventData){
- if(onUpdateSelect !=null) onUpdateSelect(gameObject);
- }
- }
-
JoystackCc.cs
-
- using UnityEngine;
- using System.Collections;
- public class JoystackCc : MonoBehaviour {
- privateVector3 Origin;
- Transform mTrans;
- privateVector3 _deltaPos;
- privatebool _drag = false;
- privateVector3 deltaPosition;
- floatdis;
- [SerializeField]
- privatefloat MoveMaxDistance = 80; //最大拖动距离
- [HideInInspector]
- publicVector3 FiexdMovePosiNorm; //固定8个角度移动的距离
- [HideInInspector]
- publicVector3 MovePosiNorm; //标准化移动的距离
- [SerializeField]
- privatefloat ActiveMoveDistance = 1; //激活移动的最低距离
- voidAwake()
- {
- EventTriggerListener.Get(gameObject).onDrag = OnDrag;
- EventTriggerListener.Get(gameObject).onDragOut = OnDragOut;
- EventTriggerListener.Get(gameObject).onDown = OnMoveStart;
- }
- // Use this for initialization
- voidStart () {
- Origin = transform.localPosition;//设置原点
- mTrans = transform;
- }
- // Update is called once per frame
- voidUpdate()
- {
- 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;
- }
- voidMiouseDown()
- {
- if((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved))
- {
- }
- else
- mTrans.localPosition = Origin;
- }
- Vector3 result;
- privateVector3 _checkPosition(Vector3 movePos, Vector3 _offsetPos)
- {
- result = movePos + _offsetPos;
- returnresult;
- }
- voidOnDrag(GameObject go, Vector2 delta)
- {
- if(!_drag)
- {
- _drag = true;
- }
- _deltaPos = delta;
- mTrans.localPosition +=new Vector3(_deltaPos.x, _deltaPos.y, 0);
- }
- voidOnDragOut(GameObject go)
- {
- _drag =false;
- mTrans.localPosition = Origin;
- if(PlayerMoveControl.moveEnd != null) PlayerMoveControl.moveEnd();
- }
- voidOnMoveStart(GameObject go)
- {
- if(PlayerMoveControl.moveStart != null) PlayerMoveControl.moveStart();
- }
- }
-
PlayerMoveControl.cs
-
- using UnityEngine;
- using System.Collections;
- public class PlayerMoveControl : MonoBehaviour {
- privateTransform _mTransform;
- publicJoystackCc _mJoystackCc;
- publicfloat moveSpeed = 50;
- publicdelegate void MoveDelegate();
- publicstatic MoveDelegate moveEnd;
- publicstatic MoveDelegate moveStart;
- publicstatic PlayerMoveControl Instance;
- // Use this for initialization
- voidAwake()
- {
- Instance =this;
- _mTransform = transform;
- moveEnd = OnMoveEnd;
- moveStart = OnMoveStart;
- }
- voidStart () {
- }
- voidOnMoveEnd()
- {
- _turnBase =false;
- }
- voidOnMoveStart()
- {
- _turnBase =true;
- }
- // Update is called once per frame
- privatefloat angle;
- privatebool _turnBase = false;
- voidUpdate()
- {
- 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);
- }
- }
- }
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~