【发布时间】:2016-06-04 17:32:40
【问题描述】:
我正在使用统一的默认跨平台操纵杆控件的稍微修改版本,它在统一 5.3 中可用,我正在尝试创建一个事件触发器,当我在操纵杆上滑动时会触发它(初始点击必须启动离开操纵杆)
public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public int MovementRange = 100;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
Vector3 m_StartPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
newPos.y = delta;
}
var newPosition = new Vector3(newPos.x, newPos.y, newPos.z);
transform.position = Vector3.ClampMagnitude(newPosition, MovementRange) + m_StartPos;
UpdateVirtualAxes(transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_StartPos;
UpdateVirtualAxes(m_StartPos);
}
public void OnPointerDown(PointerEventData data) { }
}
我已经知道如何创建检测滑动方向的逻辑,我们将方法存根定义为这样,
public SwipeDirectionEnum GetSwipeDirection(Vector3 startPosition, Vector3 endingPosition);
我遇到的唯一问题是如何在控件外部建立点击,通过与操纵杆控件相交或部分相交来滑动末端?
【问题讨论】:
标签: c# mobile unity3d multi-touch