http://www.winig.cc/archives/348
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。
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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。
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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:
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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{ 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); } }
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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(); } }
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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
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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~