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public float fovChangeSpeed = 2f; // FOV改变的速 + public float fovChangeSpeed = 2f; // FOV改变的速度 - // 触摸ID变量,用于区分左右区域触摸 - private int leftFingerId = -1; - private int rightFingerId = -1; + // 触摸ID变量,用于区分左右区域触摸 + private int leftFingerId = -1; // 左侧区域触摸ID + private int rightFingerId = -1; // 右侧区域触摸ID + + private Vector2 rightTouchStartPos; // 记录右手触摸开始位置 private bool IsMoving = false; - //跑步切换的时间 - private float MoveTime = 0f; - //走路的时间 - public float walkTime; - //跑的时间 - public float runTime; - //跑步时平滑切换fov - private float targetFOV; + private float MoveTime = 0f; // 跑步切换的时间 + public float walkTime; // 走路的时间 + public float runTime; // 跑的时间 + private float targetFOV; // 跑步时平滑切换FOV + private void Start() { characterControl = GetComponent(); @@ -39,52 +39,43 @@ public class PlayerMovement_Jpystick : MonoBehaviour rb = GetComponent(); } - - void Update() { - - - // 检测屏幕上所有触摸点 foreach (Touch touch in Input.touches) { - // 触摸开始时,分配触摸区域 + // 触摸开始时分配触摸区域 if (touch.phase == TouchPhase.Began) { if (touch.position.x < Screen.width / 2 && leftFingerId == -1) { - // 左侧区域,绑定左手指ID,用于控制虚拟摇杆 - leftFingerId = touch.fingerId; + leftFingerId = touch.fingerId; // 左侧区域用于控制虚拟摇杆 } else if (touch.position.x >= Screen.width / 2 && rightFingerId == -1) { - // 右侧区域,绑定右手指ID,用于滑动视角 - rightFingerId = touch.fingerId; + rightFingerId = touch.fingerId; // 右侧区域用于滑动视角 + rightTouchStartPos = touch.position; // 记录右手触摸起点 } } else if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) { if (touch.fingerId == leftFingerId) { - // 左侧触摸:处理角色移动 - HandleJoystickControl(); + HandleJoystickControl(); // 左手触摸:处理角色移动 } else if (touch.fingerId == rightFingerId) { - // 右侧触摸:滑动视角 - HandleViewSwipe(touch); + HandleViewSwipe(touch); // 右手触摸:滑动视角 } } else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) { - // 触摸结束时,重置ID if (touch.fingerId == leftFingerId) { - leftFingerId = -1; + leftFingerId = -1; // 触摸结束时重置左手ID } else if (touch.fingerId == rightFingerId) { - rightFingerId = -1; + rightFingerId = -1; // 触摸结束时重置右手ID } } } @@ -92,29 +83,27 @@ public class PlayerMovement_Jpystick : MonoBehaviour void HandleJoystickControl() { - - // 1. 获取摇杆输入 + // 获取摇杆输入 float horizontal = joystick.Horizontal; float vertical = joystick.Vertical; - // 2. 转换为三维方向向量 (保持在水平面) + // 转换为三维方向向量 (保持在水平面) Vector3 inputDirection = new Vector3(horizontal, 0f, vertical); - // 3. 获取移动方向相对于摄像机的世界方向 + // 获取移动方向相对于摄像机的世界方向 Vector3 cameraForward = cameraTransform.forward; // 摄像机的前向方向 - Vector3 cameraRight = cameraTransform.right; // 摄像机的右方向 + Vector3 cameraRight = cameraTransform.right; // 摄像机的右方向 - // 由于我们只需要水平的移动方向,去掉摄像头的y轴分量 + // 只需要水平的移动方向,去掉摄像头的y轴分量 cameraForward.y = 0; cameraRight.y = 0; cameraForward.Normalize(); cameraRight.Normalize(); - // 4. 计算最终的移动方向 (相对于摄像机的前后左右) + // 计算最终的移动方向 (相对于摄像机的前后左右) Vector3 moveDirection = (cameraRight * horizontal + cameraForward * vertical).normalized; - if (Mathf.Abs(vertical) > 0.01f || Mathf.Abs(horizontal) > 0.01f) { if (MoveTime < (walkTime + runTime + 0.1f)) @@ -122,30 +111,32 @@ public class PlayerMovement_Jpystick : MonoBehaviour MoveTime += Time.deltaTime; } } - // 5. 应用移动 + + // 应用移动 if (moveDirection.magnitude > 0.1f) { - // 使用速度移动角色 Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.fixedDeltaTime; rb.MovePosition(newPosition); MoveState(); + // 使角色面朝移动方向 Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up); transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 720 * Time.deltaTime); } - - - } void HandleViewSwipe(Touch touch) { // 滑动视角逻辑 - float horizontalSwipe = touch.deltaPosition.x * 0.1f; // 可调整灵敏度 - float verticalSwipe = -touch.deltaPosition.y * 0.1f; + Vector2 swipeDelta = touch.position - rightTouchStartPos; + float horizontalSwipe = swipeDelta.x * 0.1f; // 可调整灵敏度 + float verticalSwipe = -swipeDelta.y * 0.1f; cameraTransform.Rotate(0, horizontalSwipe, 0, Space.World); cameraTransform.Rotate(verticalSwipe, 0, 0, Space.Self); + + // 更新右手触摸起点 + rightTouchStartPos = touch.position; } public void MoveState() @@ -169,6 +160,4 @@ public class PlayerMovement_Jpystick : MonoBehaviour // 使用插值平滑调整相机的FOV mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, targetFOV, fovChangeSpeed * Time.deltaTime); } - - } diff --git a/xiaofang/Assets/Script/UI/ButtonTextColorChange.cs b/xiaofang/Assets/Script/UI/ButtonTextColorChange.cs new file mode 100644 index 00000000..f87cd318 --- /dev/null +++ b/xiaofang/Assets/Script/UI/ButtonTextColorChange.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class ButtonTextColorChange : MonoBehaviour +{ + public Text buttonText; // 按钮的文字 + public Color targetColor = Color.red; // 点击后的颜色 + private Color originalColor; + + private void Start() + { + // 保存初始颜色 + if (buttonText != null) + { + originalColor = buttonText.color; + } + } + + public void ChangeTextColor() + { + // 改变文字颜色 + if (buttonText != null) + { + buttonText.color = buttonText.color == originalColor ? targetColor : originalColor; + } + } +} diff --git a/xiaofang/Assets/Script/UI/ButtonTextColorChange.cs.meta b/xiaofang/Assets/Script/UI/ButtonTextColorChange.cs.meta new file mode 100644 index 00000000..5e7d4dc5 --- /dev/null +++ b/xiaofang/Assets/Script/UI/ButtonTextColorChange.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 10fced1e0f8a54b43a7c3fe7277fbc42 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: