资讯详情

Unity UGUI摇杆两种方式实现

Unity UGUI实现摇杆有两种方式

方式1:继承UI事件接口

using GameFramework.UI.UGUI; using UnityEngine;  public class TestBackGround : MonoBehaviour { 
             private UIListener _uiListenerBackGround;     private GameObject _image1;     private GameObject _image2;     private Vector2 _startPos;     private Vector2 _currPos;     [SerializeField] private float radius;     [SerializeField] private float speed;     private bool _isMove = false;      void Start()     { 
                 _image1 = transform.GetChild(0).gameObject;         _image2 = _image1.transform.GetChild(0).gameObject;           _uiListenerBackGround = gameObject.AddComponent<UIListener>();         _uiListenerBackGround.BindGameObject(gameObject);           _uiListenerBackGround.BeginDrag  = (eventData) =>         { 
                     _isMove = true;
            _image1.SetActive(true);
            _image1.transform.position = eventData.position;
            _startPos = eventData.position;
        };

        _uiListenerBackGround.Drag += (eventData) => { 
         _currPos = eventData.position; };

        _uiListenerBackGround.EndDrag += (eventData) =>
        { 
        
            _isMove = false;
            _image1.SetActive(false);
            _startPos = Vector2.zero;
            _currPos = Vector2.zero;
        };
    }

    private void Update()
    { 
        
        if (!_isMove) return;
        _image2.transform.localPosition = _currPos - _startPos;
        if (_image2.transform.localPosition.magnitude > radius)
            _image2.transform.localPosition = _image2.transform.localPosition.normalized * radius;

        //使操作杆向鼠标位置移动
        if (Vector2.Distance(_currPos, _image1.transform.position) > 0.1f)
        { 
        
            _image1.transform.position =
                Vector2.MoveTowards(_image1.transform.position, _currPos, speed * Time.deltaTime);
            if (_image1.transform.localPosition.magnitude > 300f)
            { 
        
                _image1.transform.localPosition = _image1.transform.localPosition.normalized * 300f;
            }
        }
    }
}

方式2:继承UI基类ScrollRect

using UnityEngine;
using UnityEngine.UI;

public class Joystick : ScrollRect
{ 
        
    private float radius = 0f;
    public Vector3 stickPos;

    protected override void Start()
    { 
        
        base.Start();
        radius = viewRect.rect.width / 2;
    }

    private void Update()
    { 
        
        if (content.localPosition.magnitude > radius)
            content.localPosition = content.localPosition.normalized * radius;
        stickPos = content.localPosition.normalized;
    }
}

参考链接:https://www.cnblogs.com/csymaet/p/9532008.html

标签: 襄樊滑竿电位器延安滑竿电位器

锐单商城拥有海量元器件数据手册IC替代型号,打造 电子元器件IC百科大全!

锐单商城 - 一站式电子元器件采购平台