Unity 滑动列表时实现平滑阻尼效果修改篇

来源:互联网 发布:中文域名后缀 编辑:程序博客网 时间:2024/04/27 18:50

之前的方法实现出来的效果不太好,会出现不在边界也会有,一拖动就返回的现象,所以又重新修改了一下,不同的地方在于将边界检测与正常情况拖动进行了分类处理。

正常情况的检测是通过间接控制速度,边界检测则是控制位移;之前的是列表的,只能纵向拖动,现在修改了之后改为不限定方向,只要不出一个矩形框的范围就行。

float touchDeltaPositionX;float touchDeltaPositionY;float maxX=0f;float maxY=0f;float targetX=0f;float targetY=0f;float newPositionX;float newPositionY;


if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved){touchDeltaPositionX=Input.GetTouch(0).deltaPosition.x;touchDeltaPositionY= Input.GetTouch(0).deltaPosition.y;maxX=Mathf.Max(maxX,Mathf.Abs(touchDeltaPositionX));    maxY=Mathf.Max(maxY,Mathf.Abs(touchDeltaPositionY));if(touchDeltaPositionX<0)maxX=-maxX;if(touchDeltaPositionY<0)maxY=-maxY;    groupObj.transform.Translate(maxX*Time.deltaTime*10,maxY*Time.deltaTime*10,0);}else{if(groupObj.transform.position.y>=-170&&groupObj.transform.position.y<=670f&&groupObj.transform.position.x>=-680&&groupObj.transform.position.x<=500){if(!Mathf.Approximately(maxX,0f)||!Mathf.Approximately(maxY,0f)){maxX=Mathf.MoveTowards(maxX,0f,0.6f);maxY=Mathf.MoveTowards(maxY,0f,0.6f);   }   groupObj.transform.Translate(maxX*Time.deltaTime*10,maxY*Time.deltaTime*10,0);}else{maxY=0;maxX=0;targetX=groupObj.transform.position.x;targetY=groupObj.transform.position.y;if(groupObj.transform.position.x>500)targetX=500;if(groupObj.transform.position.x<-680)targetX=-680;if(groupObj.transform.position.y>670)targetY=670;if(groupObj.transform.position.y<-170)targetY=-170;newPositionX = Mathf.SmoothDamp(groupObj.transform.position.x, targetX,ref xVelocity, smoothTime);newPositionY = Mathf.SmoothDamp(groupObj.transform.position.y,targetY, ref yVelocity, smoothTime);   groupObj.transform.position=new Vector3(newPositionX,newPositionY,groupObj.transform.position.z);}}}

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