UGUI实现操纵摇杆

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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。

  1. 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。
  2. 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:
     
  3. 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
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usingUnityEngine;
usingSystem.Collections;
usingUnityEngine.EventSystems;
usingSystem.Collections.Generic;
 
/// <summary>
/// UGUI事件监听类
/// </summary>
publicclass 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");
returnnull;
}
else{
EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
if(listener == null) listener = go.AddComponent<EventTriggerListener>();
returnlistener;
}
}
 
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);
}
}

JoystackCc.cs

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usingUnityEngine;
usingSystem.Collections;
 
publicclass 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 = newVector3(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 += newVector3(_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();
}
}

PlayerMoveControl.cs

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usingUnityEngine;
usingSystem.Collections;
 
publicclass 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。
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