_xiaofang/xiaofang/Assets/Script/hylScripts/JoystickController.cs
2024-12-25 22:49:24 +08:00

124 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
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 = 0.5f; // 摄像机旋转速度
public Transform target;
// 旋转角度限制
public float horizontalMinRotation = -75f; // 水平旋转最小值
public float horizontalMaxRotation = 75f; // 水平旋转最大值
public float verticalMinRotation = -75f; // 垂直旋转最小值
public float verticalMaxRotation = 75f; // 垂直旋转最大值
public Vector2 joystickInput = Vector2.zero;
private float currentXRotation = 0f; // 当前的水平旋转角度
private float currentYRotation = 0f; // 当前的垂直旋转角度
private float targetXRotation = 0f; // 目标水平旋转角度
private float targetYRotation = 0f; // 目标垂直旋转角度
void Start()
{
// 初始化摇杆的位置
joystick.anchoredPosition = Vector2.zero;
// 初始化摄像机的旋转角度
targetXRotation = playerCamera.transform.eulerAngles.y;
targetYRotation = playerCamera.transform.eulerAngles.x;
}
// 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
targetXRotation = joystickInput.x * rotationSpeed * Time.deltaTime;
targetYRotation = joystickInput.y * rotationSpeed * Time.deltaTime;
float angleDifference = Mathf.Abs(playerCamera.transform.eulerAngles.x - target.transform.eulerAngles.x);
float angleDifference2 = Mathf.Abs(playerCamera.transform.eulerAngles.y - target.transform.eulerAngles.y);
Debug.Log(angleDifference);
Debug.Log(angleDifference2);
// if (playerCamera.transform.eulerAngles.x<-30) return;
if (Mathf.Abs(playerCamera.transform.eulerAngles.x-target.transform.eulerAngles.x) <330&& Mathf.Abs(playerCamera.transform.eulerAngles.x - target.transform.eulerAngles.x) > 30)
{
return;
}
if (Mathf.Abs(playerCamera.transform.eulerAngles.y - target.transform.eulerAngles.y) < 315 && Mathf.Abs(playerCamera.transform.eulerAngles.y - target.transform.eulerAngles.y) > 45)
{
return;
}
//float yRotation = currentRotation.y;
//if (yRotation > 45f) targetYRotation = 0f;
//if (yRotation <45f) targetYRotation = 0f;
//// 限制水平旋转范围,防止摄像机旋转过头
//targetXRotation = Mathf.Clamp(targetXRotation, horizontalMinRotation, horizontalMaxRotation);
//// 限制垂直旋转范围,防止摄像机翻转
playerCamera.transform.RotateAround(target.transform.position, playerCamera.transform.right, targetYRotation);
playerCamera.transform.RotateAround(target.transform.position, Vector3.up, targetXRotation);
targetXRotation = playerCamera.transform.eulerAngles.y;
targetYRotation = playerCamera.transform.eulerAngles.x;
playerCamera.transform.SetParent(target);
//playerCamera.transform.LookAt(new Vector3(target.transform.position.x,playerCamera.transform.position.y,target.transform.position.z));
// 使用 Quaternion 来平滑过渡到目标旋转角度
//playerCamera.transform.localRotation = Quaternion.Euler(targetYRotation, targetXRotation, 0f);
}
else
{
playerCamera.transform.SetParent(target.parent);
targetXRotation = 0;
targetYRotation = 0;
}
}
// 摇杆拖动时更新摇杆位置和输入
public void OnDrag(PointerEventData eventData)
{
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);
}
// 更新摇杆的位置
joystick.anchoredPosition = joystickInput;
}
// 摇杆松开时重置摇杆位置
public void OnEndDrag(PointerEventData eventData)
{
isDrag = false;
// 摇杆松开后重置位置
joystick.anchoredPosition = Vector2.zero;
joystickInput = Vector2.zero;
}
}