using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class JoystickController : MonoBehaviour, IDragHandler, IEndDragHandler { public bool isDrag = false; public RectTransform joystickBackground; // 摇杆背景 public RectTransform joystick; // 摇杆 public Camera playerCamera; // 摄像机 public float rotationSpeed = 5f; // 摄像机旋转速度 private Vector2 joystickInput = Vector2.zero; void Start() { // 初始化摇杆的位置 joystick.anchoredPosition = Vector2.zero; } // 每帧更新摇杆的输入 void Update() { if (joystickInput.magnitude > 0) { // 根据摇杆的输入控制摄像机旋转 float horizontal = joystickInput.x; float vertical = joystickInput.y; // 水平旋转 playerCamera.transform.Rotate(Vector3.up, horizontal * rotationSpeed * Time.deltaTime); // 垂直旋转 playerCamera.transform.Rotate(Vector3.left, vertical * rotationSpeed * Time.deltaTime); } } // 摇杆拖动时更新摇杆位置和输入 public void OnDrag(PointerEventData eventData) { isDrag = true; // 更新摇杆的位置 joystick.anchoredPosition = joystickInput; Vector2 localPoint; // 将触摸位置从屏幕坐标转换为UI本地坐标 RectTransformUtility.ScreenPointToLocalPointInRectangle(joystickBackground, eventData.position, eventData.pressEventCamera, out localPoint); // 计算摇杆的输入方向 joystickInput = localPoint.normalized; // 限制摇杆的移动范围,确保它不会超出背景的边界 if (localPoint.magnitude > joystickBackground.sizeDelta.x / 2) { joystickInput = localPoint.normalized * (joystickBackground.sizeDelta.x / 2); } } // 摇杆松开时重置摇杆位置 public void OnEndDrag(PointerEventData eventData) { isDrag = false; joystick.anchoredPosition = Vector2.zero; joystickInput = Vector2.zero; } }