102 lines
3.7 KiB
C#
102 lines
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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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 = 0.5f; // 摄像机旋转速度
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public Transform target;
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// 旋转角度限制
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public float horizontalMinRotation = -75f; // 水平旋转最小值
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public float horizontalMaxRotation = 75f; // 水平旋转最大值
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public float verticalMinRotation = -75f; // 垂直旋转最小值
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public float verticalMaxRotation = 75f; // 垂直旋转最大值
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private Vector2 joystickInput = Vector2.zero;
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private float currentXRotation = 0f; // 当前的水平旋转角度
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private float currentYRotation = 0f; // 当前的垂直旋转角度
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private float targetXRotation = 0f; // 目标水平旋转角度
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private float targetYRotation = 0f; // 目标垂直旋转角度
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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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// 初始化摄像机的旋转角度
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targetXRotation = playerCamera.transform.eulerAngles.y;
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targetYRotation = playerCamera.transform.eulerAngles.x;
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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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targetXRotation += joystickInput.x * rotationSpeed * Time.deltaTime;
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targetYRotation -= joystickInput.y * rotationSpeed * Time.deltaTime;
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//// 限制水平旋转范围,防止摄像机旋转过头
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//targetXRotation = Mathf.Clamp(targetXRotation, horizontalMinRotation, horizontalMaxRotation);
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//// 限制垂直旋转范围,防止摄像机翻转
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//targetYRotation = Mathf.Clamp(targetYRotation, verticalMinRotation, verticalMaxRotation);
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playerCamera.transform.RotateAround(target.transform.position, playerCamera.transform.right, targetYRotation);
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playerCamera.transform.RotateAround(target.transform.position, Vector3.up, targetXRotation);
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targetXRotation = playerCamera.transform.eulerAngles.y;
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targetYRotation = playerCamera.transform.eulerAngles.x;
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//playerCamera.transform.LookAt(new Vector3(target.transform.position.x,playerCamera.transform.position.y,target.transform.position.z));
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// 使用 Quaternion 来平滑过渡到目标旋转角度
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//playerCamera.transform.localRotation = Quaternion.Euler(targetYRotation, targetXRotation, 0f);
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}
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else
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{
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targetXRotation = 0;
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targetYRotation = 0;
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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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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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// 更新摇杆的位置
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joystick.anchoredPosition = joystickInput;
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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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// 摇杆松开后重置位置
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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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