unity4.0添加摇杆脚本

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#pragma strict


@script RequireComponent (GUITexture)


class Boundary {

var min :Vector2 = Vector2.zero;

var max :Vector2 = Vector2.zero;

static privatevar joysticks : Joystick[];// A static collection of all joysticks

staticprivate var enumeratedJoysticks :boolean = false;

static privatevar tapTimeDelta :float = 0.3;// Time allowed between taps


var touchPad :boolean; // Is this a TouchPad?

var touchZone :Rect;

var deadZone : float = 0;// Control when position is output

var normalize : boolean = false;// Normalize output after the dead-zone?

var position :Vector2; // [-1, 1] in x,y

var tapCount :int; // Current tap count


private var lastFingerId = -1;// Finger last used for this joystick

private var tapTimeWindow :float;// How much time there is left for a tap to occur

privatevar fingerDownPos : Vector2;

privatevar fingerDownTime : float;

privatevar firstDeltaTime : float = 0.5;


private var gui : GUITexture; // Joystick graphic

private var defaultRect :Rect;// Default position / extents of the joystick graphic

privatevar guiBoundary : Boundary = Boundary ();// Boundary for joystick graphic

private var guiTouchOffset :Vector2;// Offset to apply to touch input

privatevar guiCenter : Vector2;// Center of joystick


#if !UNITY_IPHONE && !UNITY_ANDROID


function Awake () {

gameObject.active =false;

}


#else


function Start () {

// Cache this component at startup instead of looking up every frame

gui = GetComponent.<GUITexture> ();

// Store the default rect for the gui, so we can snap back to it

defaultRect = gui.pixelInset;

        

    defaultRect.x += transform.position.x *Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5;

    defaultRect.y += transform.position.y *Screen.height;// - Screen.height * 0.5;

    

    transform.position.x =0.0;

    transform.position.y =0.0;

        

if (touchPad) {

// If a texture has been assigned, then use the rect ferom the gui as our touchZone

if (gui.texture)

touchZone = defaultRect;

}

else {

// This is an offset for touch input to match with the top left

// corner of the GUI

guiTouchOffset.x = defaultRect.width *0.5;

guiTouchOffset.y = defaultRect.height *0.5;

// Cache the center of the GUI, since it doesn't change

guiCenter.x = defaultRect.x + guiTouchOffset.x;

guiCenter.y = defaultRect.y + guiTouchOffset.y;

// Let's build the GUI boundary, so we can clamp joystick movement

guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;

guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;

guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;

guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;

}

}


function Disable () {

gameObject.active =false;

enumeratedJoysticks =false;

}


function ResetJoystick () {

// Release the finger control and set the joystick back to the default position

gui.pixelInset = defaultRect;

lastFingerId = -1;

position =Vector2.zero;

fingerDownPos =Vector2.zero;

if (touchPad)

gui.color.a =0.025;

}


function IsFingerDown () :boolean {

return (lastFingerId != -1);

}

function LatchedFinger (fingerId :int) {

// If another joystick has latched this finger, then we must release it

if (lastFingerId == fingerId)

ResetJoystick ();

}


function Update () {

if (!enumeratedJoysticks) {

// Collect all joysticks in the game, so we can relay finger latching messages

joysticks = FindObjectsOfType (Joystick)as Joystick[];

enumeratedJoysticks =true;

}

var count =Input.touchCount;

// Adjust the tap time window while it still available

if (tapTimeWindow >0)

tapTimeWindow -=Time.deltaTime;

else

tapCount =0;

if (count ==0) {

ResetJoystick ();

}

else {

for (var i :int = 0; i < count; i++) {

var touch :Touch = Input.GetTouch (i);

var guiTouchPos :Vector2 = touch.position - guiTouchOffset;

var shouldLatchFinger =false;

if (touchPad) {

if (touchZone.Contains (touch.position))

shouldLatchFinger =true;

}

elseif (gui.HitTest (touch.position)) {

shouldLatchFinger =true;

}

// Latch the finger if this is a new touch

if (shouldLatchFinger && (lastFingerId == -1 || lastFingerId != touch.fingerId)) {

if (touchPad) {

gui.color.a =0.15;

lastFingerId = touch.fingerId;

fingerDownPos = touch.position;

fingerDownTime =Time.time;

}

lastFingerId = touch.fingerId;

// Accumulate taps if it is within the time window

if (tapTimeWindow >0) {

tapCount++;

}

else {

tapCount =1;

tapTimeWindow = tapTimeDelta;

}

// Tell other joysticks we've latched this finger

for (var j : Joystickin joysticks) {

if (j !=null && j != this)

j.LatchedFinger (touch.fingerId);

}

}

if (lastFingerId == touch.fingerId) {

// Override the tap count with what the iPhone SDK reports if it is greater

// This is a workaround, since the iPhone SDK does not currently track taps

// for multiple touches

if (touch.tapCount > tapCount)

tapCount = touch.tapCount;

if (touchPad) {

// For a touchpad, let's just set the position directly based on distance from initial touchdown

position.x =Mathf.Clamp ((touch.position.x - fingerDownPos.x) / (touchZone.width /2), -1, 1);

position.y =Mathf.Clamp ((touch.position.y - fingerDownPos.y) / (touchZone.height /2), -1, 1);

}

else {

// Change the location of the joystick graphic to match where the touch is

position.x = (touch.position.x - guiCenter.x) / guiTouchOffset.x;

position.y = (touch.position.y - guiCenter.y) / guiTouchOffset.y;

}

if (touch.phase ==TouchPhase.Ended || touch.phase == TouchPhase.Canceled)

ResetJoystick ();

}

}

}

// Calculate the length. This involves a squareroot operation,

// so it's slightly expensive. We re-use this length for multiple

// things below to avoid doing the square-root more than one.

var length :float = position.magnitude;

if (length < deadZone) {

// If the length of the vector is smaller than the deadZone radius,

// set the position to the origin.

position =Vector2.zero;

}

else {

if (length >1) {

// Normalize the vector if its length was greater than 1.

// Use the already calculated length instead of using Normalize().

position = position / length;

}

elseif (normalize) {

// Normalize the vector and multiply it with the length adjusted

// to compensate for the deadZone radius.

// This prevents the position from snapping from zero to the deadZone radius.

position = position / length *Mathf.InverseLerp (length, deadZone, 1);

}

}

if (!touchPad) {

// Change the location of the joystick graphic to match the position

gui.pixelInset.x = (position.x -1) * guiTouchOffset.x + guiCenter.x;

gui.pixelInset.y = (position.y -1) * guiTouchOffset.y + guiCenter.y;

}

}


#endif


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