【转载】Unity3D研究院之IOS自定义游戏摇杆与飞机平滑的移动
移动开发游戏中使用到的触摸游戏摇杆在iPhone上是非常普遍的,毕竟是全触摸屏手机,今天MOMO 通过一个小例子和大家讨论Unity3D 中如何自定义一个漂亮的全触摸游戏摇杆。
值得高兴的是,Unity3D 游戏引擎的标准资源中已经帮助我们封装了一个游戏摇杆脚本,所以实现部分的代码可以完全借助它的,具体调用需要我们自己来。
Joystick.js是官方提供的脚本,具体代码如下,有兴趣的朋友可以仔细研究研究,MOMO就不多说啦。哇咔咔~
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//////////////////////////////////////////////////////////////
// Joystick.js
// Penelope iPhone Tutorial
//
// Joystick creates a movable joystick (via GUITexture) that
// handles touch input, taps, and phases. Dead zones can control
// where the joystick input gets picked up and can be normalized.
//
// Optionally, you can enable the touchPad property from the editor
// to treat this Joystick as a TouchPad. A TouchPad allows the finger
// to touch down at any point and it tracks the movement relatively
// without moving the graphic
//////////////////////////////////////////////////////////////
@script RequireComponent( GUITexture )
// A simple class for bounding how far the GUITexture will move
class Boundary
{
var min : Vector2 = Vector2.zero;
var max : Vector2 = Vector2.zero;
}
static private var joysticks : Joystick[]; // A static collection of all joysticks
static private var enumeratedJoysticks : boolean = false;
static private var tapTimeDelta : float = 0.3; // Time allowed between taps
var touchPad : boolean; // Is this a TouchPad?
var touchZone : Rect;
var deadZone : Vector2 = Vector2.zero; // 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
private var fingerDownPos : Vector2;
private var fingerDownTime : float;
private var firstDeltaTime : float = 0.5;
private var gui : GUITexture; // Joystick graphic
private var defaultRect : Rect; // Default position / extents of the joystick graphic
private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic
private var guiTouchOffset : Vector2; // Offset to apply to touch input
private var guiCenter : Vector2; // Center of joystick
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;
fingerDownPosition = 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 );
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;
}
else if ( 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 : Joystick in joysticks )
{
if ( 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
gui.pixelInset.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
gui.pixelInset.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );
}
if ( touch.phase == TouchPhase.Ended ¦¦ touch.phase == TouchPhase.Canceled )
ResetJoystick();
}
}
}
if ( !touchPad )
{
// Get a value between -1 and 1 based on the joystick graphic location
position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
}
// Adjust for dead zone
var absoluteX = Mathf.Abs( position.x );
var absoluteY = Mathf.Abs( position.y );
if ( absoluteX < deadZone.x )
{
// Report the joystick as being at the center if it is within the dead zone
position.x = 0;
}
else if ( normalize )
{
// Rescale the output after taking the dead zone into account
position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
}
if ( absoluteY < deadZone.y )
{
// Report the joystick as being at the center if it is within the dead zone
position.y = 0;
}
else if ( normalize )
{
// Rescale the output after taking the dead zone into account
position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
}
}
|
单击Create 创建一个GUI Texture,命名为Joy ,它用来显示游戏摇杆,如下图所示将摇杆的图片资源,与摇杆的脚本连线赋值给Joy. Pixel Inset 中可以设置摇杆的显示位置与显示宽高。
到这一步 build and run 就可以在iPhone上看到这个游戏摇杆,并且可以通过触摸它,360度平滑过度。
在屏幕中绘制一个飞机,通过游戏摇杆去控制飞机的移动。
创建一个脚本,命名为Main.js 如下图所示 将 Main.js 、joy、plan 分别 绑定在Main Camera 上。
moveJoystick.position.x;
moveJoystick.position.y;
这两个值是非常重要的两个信息,它们的取值范围是 -1 到 +1 ,表示 用户触摸摇杆的位置, 上 下 左 右 的信息。
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|
//游戏摇杆对象
var moveJoystick : Joystick;
//飞机的贴图
var plan : Texture;
//飞机在屏幕中的坐标
var x = 0;
var y = 0;
//避免飞机飞出屏幕,分别是X、Y最大坐标,最小坐标是0、0
var cross_x = 0;
var cross_y = 0;
//飞机移动的速度
var planSpeed = 20;
function Start() {
//初始化赋值
x = 100;
y = 100;
cross_x = Screen.width - plan.width;
cross_y = Screen.height - plan.height;
}
function Update () {
//得到游戏摇杆的反馈信息,得到的值是 -1 到 +1 之间
var touchKey_x = moveJoystick.position.x;
var touchKey_y = moveJoystick.position.y;
//摇杆向左
if(touchKey_x == -1){
x -= planSpeed;
}
//摇杆向右
else if(touchKey_x == 1){
x += planSpeed;
}
//摇杆向上
if(touchKey_y == -1){
y += planSpeed;
}
//摇杆向下
else if(touchKey_y == 1){
y -= planSpeed;
}
//防止飞机飞出屏幕,出界检测
if(x < 0){
x = 0;
}else if(x > cross_x){
x = cross_x;
}
if(y < 0){
y = 0;
}else if(y > cross_y){
y = cross_y;
}
}
function OnGUI () {
//将飞机绘制在屏幕中
GUI.DrawTexture(Rect(x,y,128,128),plan);
}
|
导出 build and run 看看在iPhone 上的效果,通过触摸游戏摇杆可以控制飞机的移动啦,不错吧,哇咔咔~~
最后欢迎各位盆友可以和MOMO一起讨论Unity3D游戏开发,最近感冒的盆友越来越多,大家要多多注意身体健康噢。哇咔咔~~~ 附上Unity3D工程的下载地址,Xcode项目我就不上传了,须要的自己导出。
下载地址:http://vdisk.weibo.com/s/abtVb
- 本文固定链接: http://www.xuanyusong.com/archives/526
- 转载请注明: 雨松MOMO 2012年05月01日 于 雨松MOMO程序研究院 发表
Joystick.js的C#版:
[RequireComponent(typeof(GUITexture))] public class MyStick : MonoBehaviour { class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } private static MyStick[] joysticks; // A static collection of all joysticks private static bool enumeratedJoysticks = false; private static float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; public Vector2 position = Vector2.zero; public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public int tapCount; ; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; //private float fingerDownTime; //private float firstDeltaTime = 0.5f; private GUITexture gui; private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic private Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick void Start() { gui = (GUITexture)GetComponent(typeof(GUITexture)); 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 = Vector3.zero; if (touchPad) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if (gui.texture) touchZone = defaultRect; } else { guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // 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; } } public Vector2 getGUICenter() { return guiCenter; } void Disable() { gameObject.SetActive(false); //enumeratedJoysticks = false; } private void ResetJoystick() { gui.pixelInset = defaultRect; lastFingerId = -; position = Vector2.zero; fingerDownPos = Vector2.zero; } private bool IsFingerDown() { ); } public void LatchedFinger(int fingerId) { // If another joystick has latched this finger, then we must release it if (lastFingerId == fingerId) ResetJoystick(); } void Update() { if (!enumeratedJoysticks) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (MyStick[])FindObjectsOfType(typeof(MyStick)); enumeratedJoysticks = true; } int count = Input.touchCount; ) tapTimeWindow -= Time.deltaTime; else tapCount = ; ) ResetJoystick(); else { ; i < count; i++) { Touch touch = Input.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if (touchPad) { if (touchZone.Contains(touch.position)) shouldLatchFinger = true; } else if (gui.HitTest(touch.position)) { shouldLatchFinger = true; } // Latch the finger if this is a new touch || 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 ) tapCount++; else { tapCount = ; tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger //for ( j : Joystick in joysticks ) foreach (MyStick j in joysticks) { if (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 / ), -, ); position.y = Mathf.Clamp((touch.position.y - fingerDownPos.y) / (touchZone.height / ), -, ); } else { // Change the location of the joystick graphic to match where the touch is Rect r = gui.pixelInset; r.x = Mathf.Clamp(guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x); r.y = Mathf.Clamp(guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y); gui.pixelInset = r; } if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) ResetJoystick(); } } } if (!touchPad) { // Get a value between -1 and 1 based on the joystick graphic location position.x = (gui.pixelInset.x + guiTouchOffset.x - guiCenter.x) / guiTouchOffset.x; position.y = (gui.pixelInset.y + guiTouchOffset.y - guiCenter.y) / guiTouchOffset.y; } // Adjust for dead zone var absoluteX = Mathf.Abs(position.x); var absoluteY = Mathf.Abs(position.y); if (absoluteX < deadZone.x) { // Report the joystick as being at the center if it is within the dead zone position.x = ; } else if (normalize) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign(position.x) * (absoluteX - deadZone.x) / ( - deadZone.x); } if (absoluteY < deadZone.y) { // Report the joystick as being at the center if it is within the dead zone position.y = ; } else if (normalize) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign(position.y) * (absoluteY - deadZone.y) / ( - deadZone.y); } } }
C#版
Main.js的C#版:
public class MyPlane : MonoBehaviour { //游戏摇杆对象 public MyStick moveJoystick; //飞机的贴图 public Texture plan; //飞机在屏幕中的坐标 ; ; //避免飞机飞出屏幕,分别是X、Y最大坐标,最小坐标是0、0 ; ; //飞机移动的速度 ; void Start() { //初始化赋值 x = ; y = ; } void Update() { cross_x = Screen.width - plan.width; cross_y = Screen.height - plan.height; //得到游戏摇杆的反馈信息,得到的值是 -1 到 +1 之间 var touchKey_x = moveJoystick.position.x; var touchKey_y = moveJoystick.position.y; //摇杆向左 ) { x -= planSpeed; } //摇杆向右 ) { x += planSpeed; } //摇杆向上 ) { y += planSpeed; } //摇杆向下 ) { y -= planSpeed; } //防止飞机飞出屏幕,出界检测 ) { x = ; } else if (x > cross_x) { x = cross_x; } ) { y = ; } else if (y > cross_y) { y = cross_y; } } void OnGUI() { //将飞机绘制在屏幕中 GUI.DrawTexture(, ), plan); } }
C#版
摇杆背景图的代码(设置与摇杆在同一个位置):
[RequireComponent(typeof(GUITexture))] public class myStickBg : MonoBehaviour { void Start() { // * 前提:编辑状态下bg摇杆的背景图片的position必须要和摇杆的position一样,z可以不一样,不然背景图bg容易跑偏 //获取滑动的图片 GUITexture gui = (GUITexture)GetComponent(typeof(GUITexture)); //获取滑动图片的位置和大小 Rect defaultRect = gui.pixelInset; //设置滑动图片的x坐标 defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // - Screen.width * 0.5; //设置滑动图片的y坐标 defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5; //设置图片的位置 transform.position = , , -1f); //重新设置值 gui.pixelInset = defaultRect; } }
myStickBg
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