视角摇杆控制
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@ -4,8 +4,10 @@ using UnityEngine;
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public class CameraControl : MonoBehaviour
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{
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public JoystickController joystickController;
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public Transform Character; // 玩家的引用。
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public Vector3 pivotOffset = new Vector3(0.0f, 1.7f, 0.0f); // 相机相对于玩家的偏移量,用于调整相机的中心点。
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public Vector3 pivotOffset = new Vector3(0.0f, 1.7f, 0.0f); // 相机相对于玩家的偏移量,用于调整相机的中心点。
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public Vector3 camOffset = new Vector3(0.2f, 0.2f, -1f); // 相机相对于玩家位置的偏移量,用于定位相机。
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public float smooth = 10f; // 相机响应的平滑速度。
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public float horizontalAimingSpeed = 6f; // 水平转动速度。
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@ -74,7 +76,7 @@ public class CameraControl : MonoBehaviour
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angleV = Mathf.LerpAngle(angleV, angleV + recoilAngle, 10f * Time.deltaTime);
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//// 处理相机方向锁定。
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if (firstDirection != Vector3.zero)
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if (firstDirection != Vector3.zero&& !joystickController.isDrag)
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{
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angleH -= deltaH;
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UpdateLockAngle();
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69
xiaofang/Assets/Script/hylScripts/JoystickController.cs
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69
xiaofang/Assets/Script/hylScripts/JoystickController.cs
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@ -0,0 +1,69 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class JoystickController : MonoBehaviour, IDragHandler, IEndDragHandler
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{
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public bool isDrag = false;
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public RectTransform joystickBackground; // 摇杆背景
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public RectTransform joystick; // 摇杆
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public Camera playerCamera; // 摄像机
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public float rotationSpeed = 5f; // 摄像机旋转速度
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private Vector2 joystickInput = Vector2.zero;
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void Start()
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{
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// 初始化摇杆的位置
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joystick.anchoredPosition = Vector2.zero;
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}
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// 每帧更新摇杆的输入
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void Update()
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{
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if (joystickInput.magnitude > 0)
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{
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// 根据摇杆的输入控制摄像机旋转
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float horizontal = joystickInput.x;
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float vertical = joystickInput.y;
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// 水平旋转
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playerCamera.transform.Rotate(Vector3.up, horizontal * rotationSpeed * Time.deltaTime);
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// 垂直旋转
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playerCamera.transform.Rotate(Vector3.left, vertical * rotationSpeed * Time.deltaTime);
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}
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}
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// 摇杆拖动时更新摇杆位置和输入
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public void OnDrag(PointerEventData eventData)
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{
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isDrag = true;
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// 更新摇杆的位置
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joystick.anchoredPosition = joystickInput;
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Vector2 localPoint;
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// 将触摸位置从屏幕坐标转换为UI本地坐标
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RectTransformUtility.ScreenPointToLocalPointInRectangle(joystickBackground, eventData.position, eventData.pressEventCamera, out localPoint);
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// 计算摇杆的输入方向
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joystickInput = localPoint.normalized;
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// 限制摇杆的移动范围,确保它不会超出背景的边界
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if (localPoint.magnitude > joystickBackground.sizeDelta.x / 2)
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{
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joystickInput = localPoint.normalized * (joystickBackground.sizeDelta.x / 2);
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}
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}
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// 摇杆松开时重置摇杆位置
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public void OnEndDrag(PointerEventData eventData)
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{
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isDrag = false;
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joystick.anchoredPosition = Vector2.zero;
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joystickInput = Vector2.zero;
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}
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}
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11
xiaofang/Assets/Script/hylScripts/JoystickController.cs.meta
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xiaofang/Assets/Script/hylScripts/JoystickController.cs.meta
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@ -0,0 +1,11 @@
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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