找到一个摇杆,再也不用easytouch了--个人学习记录

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class ScrollCircleMove : ScrollRect
{
    public float m_Speed = 10f;
    public GameObject m_Player;
    private Animator m_Animator;
    private Vector3 m_PlayerDir;//摇杆方向
    private bool m_bDrag = false;
    protected float m_Radius = 0f;

    protected override void Start()
    {
        base.Start();
        // 能移动的半径 = 摇杆的宽 * Dis
        m_Radius = (transform as RectTransform).sizeDelta.x * 0.5f;

        m_Player = GameObject.FindGameObjectWithTag("Player");
        m_Speed = 5f;
    }

    public override void OnDrag(UnityEngine.EventSystems.PointerEventData eventData)
    {
        base.OnDrag(eventData);
        // 获取摇杆,根据锚点的位置
        var contentPostion = this.content.anchoredPosition;

        // 判断摇杆的位置 是否大于 半径
        if (contentPostion.magnitude > m_Radius)
        {
            // 设置摇杆最远的位置
            contentPostion = contentPostion.normalized * m_Radius;
            SetContentAnchoredPosition(contentPostion);
        }

        // 获取摇杆方向 
        m_PlayerDir = content.anchoredPosition.normalized;
    }

    public override void OnBeginDrag(PointerEventData eventData)
    {
        base.OnBeginDrag(eventData);
        m_bDrag = true;
    }

    public override void OnEndDrag(PointerEventData eventData)
    {
        base.OnEndDrag(eventData);
        m_bDrag = false;
    }

    void Update()
    {
        if (m_bDrag)
        {
            m_Player.GetComponent<Rigidbody>().MovePosition(m_Player.transform.position + new Vector3(m_PlayerDir.x, 0, m_PlayerDir.y) * Time.deltaTime * m_Speed);

        }
    }
}

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转载自blog.csdn.net/Edision_li/article/details/81670906