在Unity3d中開發虛拟搖杆方式有比較多,可以使用EasyTouch、FairyGUI等插件來開發。本文給大家介紹使用Unity3d的原生UGUI來開發出自己的虛拟搖杆,這樣可以減少遊戲資源包的大小。
先展示下效果圖:
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsISPrdEZwZ1Rh5WNXp1bwNjW1ZUba9VZwlHdsATOfd3bkFGazxCMx8VesATMfhHLlN3XnxCMwEzX0xiRGZkRGZ0Xy9GbvNGLpZTY1EmMZVDUSFTU4VFRR9Fd4VGdsYTMfVmepNHLrJXYtJXZ0F2dvwVZnFWbp1zczV2YvJHctM3cv1Ce-cmbw5SN5UDM1ITNiNGZxYzMiNmNwgjM2gDOyIDNiRjN3QzNk9CX3EzLcZDMxIDMy8CXn9Gbi9CXzV2Zh1WavwVbvNmLvR3YxUjL3M3Lc9CX6MHc0RHaiojIsJye.png)
現在開發我們的開發
建立一個Image1,并且在Image1建立一個子對象Image2
在Image1中挂載一個自定義腳本,這裡我命名為Joystick
腳本代碼如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class Joystick : ScrollRect
{
private float mRadius;
public System.Action<RectTransform> JoystickMoveHandle;
public System.Action<RectTransform> JoystickEndHandle;
protected override void Start()
{
mRadius = this.GetComponent<RectTransform>().sizeDelta.x * 0.5f;
this.content.gameObject.SetActive(false);
}
public override void OnDrag(PointerEventData eventData)
{
base.OnDrag(eventData);
this.content.gameObject.SetActive(true);
//虛拟搖杆移動
var contentPostion = this.content.anchoredPosition;
if (contentPostion.magnitude > mRadius)
{
contentPostion = contentPostion.normalized * mRadius;
SetContentAnchoredPosition(contentPostion);
}
//旋轉
if (content.anchoredPosition.y != 0)
{
content.eulerAngles = new Vector3(0, 0, Vector3.Angle(Vector3.right, content.anchoredPosition) * content.anchoredPosition.y / Mathf.Abs(content.anchoredPosition.y) - 90);
}
}
private void FixedUpdate()
{
if (this.content.gameObject.activeInHierarchy)
{
if (JoystickMoveHandle != null)
{
JoystickMoveHandle(this.content);
}
}
}
public override void OnEndDrag(PointerEventData eventData)
{
base.OnEndDrag(eventData);
this.content.gameObject.SetActive(false);
if (JoystickEndHandle != null)
{
JoystickEndHandle(this.content);
}
}
}
然後将Image2拖動到content屬性變量裡
這樣就可以移動并且拖動我們的虛拟搖杆了
接下來要讓我們的遊戲主角跟随我們的搖杆移動而移動
在我們的主角兒挂載一個自定義腳本
在Start方法裡添加代碼:
mJoystick = GameObject.Find("Joystick").GetComponent<Joystick>();
mJoystick.JoystickMoveHandle = JoystickHandle;
mJoystick.JoystickEndHandle = JoystickEndHandle;
transform.eulerAngles = new Vector3(0, -content.eulerAngles.z, 0);
transform.Translate(Vector3.forward * Time.deltaTime * mMoveSpeed);