(unity)游戏中摇杆:控制角色移动

摇杆其实挺简单的,只需要一个需要控制的角色target和控制其移动的方向传出去,调用角色的move函数就可以了:
我是传出去使用的角度,基于摄像机当前前方向=摇杆上方向和摇杆当前到中心的向量之间的角度旋转:有点绕:如图所示
在这里插入图片描述
在这里插入图片描述

//isDown是一个bool变量,记录是否正在使用摇杆 
if (Input.GetMouseButtonDown(0))
{
	//这个是我自定义摇杆的触碰范围:是一个rect矩形,返回的是否在这个屏幕范围触碰的屏幕
   isDown = App.Instance.chickInRect(mouPos);
}
if (Input.GetMouseButtonUp(0))
{
   isDown = false;
}

 moveDir = Vector2.zero;
 angle = 0;
 //得到ui在屏幕上面的坐标---当前摇杆底图中心pos
 Vector2 img_ygbg_pos = RectTransformUtility.WorldToScreenPoint(App.Instance.uiCamera, img_ygbg.position);
  //得到ui在屏幕上面的坐标--当前摇摇动的图片中心pos
 Vector2 img_ygzx_pos = RectTransformUtility.WorldToScreenPoint(App.Instance.uiCamera, img_ygzx.position);
 Vector2 imgpos = Vector2.zero;
 float dis = 0;
 if (isDown)
 {
	if (Input.GetMouseButton(0) || Input.GetMouseButtonDown(0))
	{
	    Debug.Log("这是遥感范围");
	    Vector2 pos = Input.mousePosition;
	    dis = Vector2.Distance(pos, img_ygbg_pos);
	    //限制摇杆最远距离rac=55
	    dis = Mathf.Clamp(dis, 0, rac);
	    moveDir = pos - img_ygbg_pos;
	    imgpos = img_yzbg_2dpos + moveDir.normalized * dis;
	    img_ygzx.localPosition = imgpos;
	}
}
//如果没有点击,坐标进行重合,相当于没有移动值
else
{
    img_ygzx.localPosition = img_ygbg.localPosition;
}
//角色速度重置
App.Instance.mine.nowSpeed = 0;
if (moveDir != Vector2.zero)
{
	Vector2 forwlordPos = new Vector2(0, 1);
	angle = Vector2.Angle(forwlordPos.normalized, imgpos.normalized);
	//这个是为了利用叉乘判断角度为负还是为正,以为点乘只有0-180度。。。。
	float angledir = Vector3.Cross(new Vector3(forwlordPos.x, 0, forwlordPos.y), new Vector3(moveDir.x, 0, moveDir.y)).y;
	angle *= angledir < 0 ? -1 : 1;
	if (moveDir.sqrMagnitude > 0.1f)
	{
	   App.Instance.mine.nowSpeed = dis * 0.11f;
	   //Debug.Log( + "-----");
	
	   //将角度和方向传出去
	   EventManager.DispatchEvent<float, Vector2>(EventName.Instance.MOVETOROLE, angle, moveDir);
	}
                
}


角色里面的旋转角色:
private void Rota(float angle)
{
	//当前摄像机
	 Transform cameraTra = Camera.main.transform;
	 Vector3 cameraForld = new Vector3(cameraTra.forward.x, 0, cameraTra.forward.z);
	 //按照角色up轴进行旋转
	 Quaternion rota = Quaternion.AngleAxis(angle, transform.up);
	 cameraForld = (rota * cameraForld).normalized;
	 transform.rotation = Quaternion.LookRotation(cameraForld, transform.up);
 }

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转载自blog.csdn.net/QO_GQ/article/details/119256120