移动开发游戏中使用到的触摸游戏摇杆在iPhone上是非常普遍的,毕竟是全触摸屏手机,今天MOMO 通过一个小例子和大家讨论Unity3D 中如何自定义一个漂亮的全触摸游戏摇杆。
值得高兴的是,Unity3D 游戏引擎的标准资源中已经帮助我们封装了一个游戏摇杆脚本,所以实现部分的代码可以完全借助它的,具体调用需要我们自己来。
Joystick.js是官方提供的脚本,具体代码如下,有兴趣的朋友可以仔细研究研究,MOMO就不多说啦。哇咔咔~
[代码]js代码:
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////////////////////////////////////////////////////////////// |
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// Penelope iPhone Tutorial |
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// Joystick creates a movable joystick (via GUITexture) that |
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// handles touch input, taps, and phases. Dead zones can control |
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// where the joystick input gets picked up and can be normalized. |
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// Optionally, you can enable the touchPad property from the editor |
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// to treat this Joystick as a TouchPad. A TouchPad allows the finger |
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// to touch down at any point and it tracks the movement relatively |
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// without moving the graphic |
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////////////////////////////////////////////////////////////// |
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@script RequireComponent( GUITexture ) |
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// A simple class for bounding how far the GUITexture will move |
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var min : Vector2 = Vector2.zero; |
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var max : Vector2 = Vector2.zero; |
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static private var joysticks : Joystick[]; // A static collection of all joysticks |
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static private var enumeratedJoysticks : boolean = false; |
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static private var tapTimeDelta : float = 0.3; // Time allowed between taps |
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var touchPad : boolean; // Is this a TouchPad? |
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var touchZone : Rect; |
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var deadZone : Vector2 = Vector2.zero; // Control when position is output |
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var normalize : boolean = false; // Normalize output after the dead-zone? |
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var position : Vector2; // [-1, 1] in x,y |
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var tapCount : int; // Current tap count |
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private var lastFingerId = -1; // Finger last used for this joystick |
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private var tapTimeWindow : float; // How much time there is left for a tap to occur |
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private var fingerDownPos : Vector2; |
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private var fingerDownTime : float; |
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private var firstDeltaTime : float = 0.5; |
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private var gui : GUITexture; // Joystick graphic |
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private var defaultRect : Rect; // Default position / extents of the joystick graphic |
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private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic |
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private var guiTouchOffset : Vector2; // Offset to apply to touch input |
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private var guiCenter : Vector2; // Center of joystick |
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// Cache this component at startup instead of looking up every frame |
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gui = GetComponent( GUITexture ); |
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// Store the default rect for the gui, so we can snap back to it |
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defaultRect = gui.pixelInset; |
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defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // - Screen.width * 0.5; |
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defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5; |
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transform.position.x = 0.0; |
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transform.position.y = 0.0; |
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// If a texture has been assigned, then use the rect ferom the gui as our touchZone |
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touchZone = defaultRect; |
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// This is an offset for touch input to match with the top left |
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guiTouchOffset.x = defaultRect.width * 0.5; |
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guiTouchOffset.y = defaultRect.height * 0.5; |
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// Cache the center of the GUI, since it doesn't change |
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guiCenter.x = defaultRect.x + guiTouchOffset.x; |
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guiCenter.y = defaultRect.y + guiTouchOffset.y; |
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// Let's build the GUI boundary, so we can clamp joystick movement |
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guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; |
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guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; |
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guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; |
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guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; |
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gameObject.active = false; |
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enumeratedJoysticks = false; |
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function ResetJoystick() |
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// Release the finger control and set the joystick back to the default position |
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gui.pixelInset = defaultRect; |
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position = Vector2.zero; |
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fingerDownPosition = Vector2.zero; |
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function IsFingerDown() : boolean |
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return (lastFingerId != -1); |
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function LatchedFinger( fingerId : int ) |
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// If another joystick has latched this finger, then we must release it |
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if ( lastFingerId == fingerId ) |
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if ( !enumeratedJoysticks ) |
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// Collect all joysticks in the game, so we can relay finger latching messages |
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joysticks = FindObjectsOfType( Joystick ); |
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enumeratedJoysticks = true; |
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var count = Input.touchCount; |
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// Adjust the tap time window while it still available |
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if ( tapTimeWindow > 0 ) |
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tapTimeWindow -= Time.deltaTime; |
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for(var i : int = 0;i < count; i++) |
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var touch : Touch = Input.GetTouch(i); |
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var guiTouchPos : Vector2 = touch.position - guiTouchOffset; |
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var shouldLatchFinger = false; |
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if ( touchZone.Contains( touch.position ) ) |
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shouldLatchFinger = true; |
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else if ( gui.HitTest( touch.position ) ) |
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shouldLatchFinger = true; |
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// Latch the finger if this is a new touch |
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if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) |
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lastFingerId = touch.fingerId; |
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fingerDownPos = touch.position; |
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fingerDownTime = Time.time; |
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lastFingerId = touch.fingerId; |
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// Accumulate taps if it is within the time window |
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if ( tapTimeWindow > 0 ) |
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tapTimeWindow = tapTimeDelta; |
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// Tell other joysticks we've latched this finger |
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for ( var j : Joystick in joysticks ) |
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j.LatchedFinger( touch.fingerId ); |
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if ( lastFingerId == touch.fingerId ) |
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// Override the tap count with what the iPhone SDK reports if it is greater |
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// This is a workaround, since the iPhone SDK does not currently track taps |
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// for multiple touches |
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if ( touch.tapCount > tapCount ) |
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tapCount = touch.tapCount; |
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// For a touchpad, let's just set the position directly based on distance from initial touchdown |
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position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); |
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position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); |
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// Change the location of the joystick graphic to match where the touch is |
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gui.pixelInset.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); |
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gui.pixelInset.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); |
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if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled ) |
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// Get a value between -1 and 1 based on the joystick graphic location |
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position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; |
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position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; |
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// Adjust for dead zone |
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var absoluteX = Mathf.Abs( position.x ); |
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var absoluteY = Mathf.Abs( position.y ); |
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if ( absoluteX < deadZone.x ) |
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// Report the joystick as being at the center if it is within the dead zone |
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else if ( normalize ) |
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// Rescale the output after taking the dead zone into account |
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position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); |
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if ( absoluteY < deadZone.y ) |
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// Report the joystick as being at the center if it is within the dead zone |
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else if ( normalize ) |
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// Rescale the output after taking the dead zone into account |
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position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); |
单击Create 创建一个GUI Texture,命名为Joy ,它用来显示游戏摇杆,如下图所示将摇杆的图片资源,与摇杆的脚本连线赋值给Joy. Pixel Inset 中可以设置摇杆的显示位置与显示宽高。
到这一步 build and run 就可以在iPhone上看到这个游戏摇杆,并且可以通过触摸它,360度平滑过度。
在屏幕中绘制一个飞机,通过游戏摇杆去控制飞机的移动。
创建一个脚本,命名为Main.js 如下图所示 将 Main.js 、joy、plan 分别 绑定在Main Camera 上。
moveJoystick.position.x;
moveJoystick.position.y;
这两个值是非常重要的两个信息,它们的取值范围是 -1 到 +1 ,表示 用户触摸摇杆的位置, 上 下 左 右 的信息。
[代码]js代码:
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var moveJoystick : Joystick; |
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//避免飞机飞出屏幕,分别是X、Y最大坐标,最小坐标是0、0 |
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cross_x = Screen.width - plan.width; |
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cross_y = Screen.height - plan.height; |
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//得到游戏摇杆的反馈信息,得到的值是 -1 到 +1 之间 |
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var touchKey_x = moveJoystick.position.x; |
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var touchKey_y = moveJoystick.position.y; |
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else if(touchKey_x == 1){ |
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else if(touchKey_y == 1){ |
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}else if(x > cross_x){ |
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}else if(y > cross_y){ |
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GUI.DrawTexture(Rect(x,y,128,128),plan); |
导出 build and run 看看在iPhone 上的效果,通过触摸游戏摇杆可以控制飞机的移动啦,不错吧,哇咔咔~~