Unity EasyTouch摇杆插件使用示例详解
EasyTouch摇杆插件使用,先给大家展示下效果图:
Demo展示
双指缩放在电脑端无法掩饰,竖屏将就看看吧;
插件名叫EasyTouch,有需要给我留言,不想开仓库传了;
创建摇杆点这里:
初始化
On_JoystickMove这个回调是用来控制移动的;分两个方向,x和y轴;
void OnEnable() { EasyJoystick.On_JoystickMove += OnJoystickMove; } private void OnDisable() { EasyJoystick.On_JoystickMove -= OnJoystickMove; } private void OnDestroy() { EasyJoystick.On_JoystickMove -= OnJoystickMove; }
自定义On_JoystickMove
我的摇杆物体名称叫做MoveControl;
void OnJoystickMove(MovingJoystick move) { if (move.joystickName != "MoveControl") { return; } float PositionX = move.joystickAxis.x; //获取摇杆偏移摇杆中心的x坐标 float PositionY = move.joystickAxis.y; //获取摇杆偏移摇杆中心的y坐标 Vector2 value = move.joystickValue; if (PositionY != 0 || PositionX != 0) { //设置控制角色或物体方块的朝向(当前坐标+摇杆偏移量) //transform.LookAt(new Vector3(transform.position.x + PositionX, transform.position.y,transform.position.z + PositionY)); //移动角色或物体的位置(按其所朝向的位置移动) Vector3【原创作者:http://www.1234xp.com/tw.html网络转载请说明出处】 dir = new Vector3(PositionX, PositionY, 0); transform.Translate(dir * Time.deltaTime * speed); } }
这两个物体控制摇杆,EasyTouch一定不能删除;
手势功能
这套插件还支持双指缩放,滑动,手指画圈,点击,多指触碰,拖拽等;
具体api看注释:
public class Zoom : MonoBehaviour { bool isStart = false; public Button BtnReset; public Button BtnLoadScene; public Text log; void OnEnable() { EasyTouch.On_Swipe += On_Swipe; EasyTouch.On_Drag += On_Drag; EasyTouch.On_Swipe2Fingers += On_Swipe2Fingers; EasyTouch.On_PinchEnd += On_PinchEnd; EasyTouch.On_PinchIn += On_PinchIn; EasyTouch.On_PinchOut += On_PinchOut; BtnReset.onClick.AddListener(ResetScene); BtnLoadScene.onClick.AddListener(OnLoadScene); } void OnDisable() { EasyTouch.On_Swipe -= On_Swipe; EasyTouch.On_Drag -= On_Drag; EasyTouch.On_Swipe2Fingers -= On_Swipe2Fingers; EasyTouch.On_PinchEnd -= On_PinchEnd; EasyTouch.On_PinchIn -= On_PinchIn; EasyTouch.On_PinchOut -= On_PinchOut; BtnReset.onClick.RemoveListener(ResetScene); } void OnDestroy() { EasyTouch.On_Swipe -= On_Swipe; EasyTouch.On_Drag -= On_Drag; EasyTouch.On_Swipe2Fingers -= On_Swipe2Fingers; EasyTouch.On_PinchEnd -= On_PinchEnd; EasyTouch.On_PinchIn -= On_PinchIn; EasyTouch.On_PinchOut -= On_PinchOut; BtnReset.onClick.RemoveListener(ResetScene); } /// <summary> /// 重置cube和相机 /// </summary> void ResetScene() { transform.position = Vector3.zero; transform.rotation = Quaternion.Euler(Vector3.zero); Camera.main.transform.position = new Vector3(0, 0, -10); } /// <summary> /// 滑动使cube旋转 /// </summary> /// <param name="ges"></param> void On_Swipe(Gesture ges) { Vector3 vec = new Vector3(ges.deltaPosition.y, ges.deltaPosition.x, 0); transform.Rotate(vec ,Space.World); log.text = "滑动使cube旋转"; } /// <summary> /// 拖拽移动cube /// </summary> /// <param name="ges"></param> void On_Drag(Gesture ges) { if (ges.pickObject == gameObject) { transform.position = ges.GetTouchToWordlPoint(10);//相机z=-10 cube 0 log.text = "拖拽移动cube"; } } /// <summary> /// 双指滑动 平面移动相机 /// </summary> /// <param name="ges"></param> void On_Swipe2Fingers(Gesture ges) { Camera.main.transform.Translate(new Vector3(-ges.deltaPosition.x*Time.deltaTime*25, -ges.deltaPosition.y*Time.deltaTime*25, 0)); log.text = "双指滑动移动相机"; } /// <summary> /// 拉近拉远相机 /// </summary> /// <param name="ges"></param> private void On_PinchIn(Gesture gesture){ if (gesture.pickObject == gameObject){ float zoom = Time.deltaTime * gesture.deltaPinch; isStart = true; Vector3 scale = transform.localScale ; transform.localScale = new Vector3( scale.x - zoom, scale.y -zoom, scale.z-zoom); } } private void On_PinchOut(Gesture gesture){ if (gesture.pickObject == gameObject){ float zoom = Time.deltaTime * gesture.deltaPinch; isStart = true; Vector3 scale = transform.localScale ; transform.localScale = new Vector3( scale.x + zoom, scale.y +zoom,scale.z+zoom); } } private void On_PinchEnd(Gesture gesture){ if(isStart ){ if (gesture.pickObject == gameObject){ print ("End"); } } } void OnLoadScene() { SceneManager.LoadScene("TestJoyStick"); } }
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/r/n【文章出处:防御服务器 】