转自http://www.unity.5helpyou.com/3226.html
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,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。
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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):
如下:
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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); } }
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(); } }
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); } } }
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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