修改摇杆的代码

This commit is contained in:
huyulong 2024-11-19 10:30:41 +08:00
parent ab62d3f646
commit 2866ead9c9
4 changed files with 525 additions and 364 deletions

View File

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View File

@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class PlayerMovement_Jpystick : MonoBehaviour public class PlayerMovement_Joystick : MonoBehaviour
{ {
public FixedJoystick joystick; // 引用 Fixed Joystick public FixedJoystick joystick; // 引用 Fixed Joystick
public Transform cameraTransform; // 引用主摄像机的 Transform public Transform cameraTransform; // 引用主摄像机的 Transform
@ -14,24 +14,24 @@ public class PlayerMovement_Jpystick : MonoBehaviour
public Camera mainCamera; public Camera mainCamera;
private Rigidbody rb; private Rigidbody rb;
// 定义相机 FOV 相关变量 // 定义相机 FOV 相关变量
public float normalFOV = 60f; // 正常行走时的FOV public float normalFOV = 60f; // 正常行走时的FOV
public float sprintFOV = 120f; // 奔跑时的FOV public float sprintFOV = 120f; // 奔跑时的FOV
public float fovChangeSpeed = 2f; // FOV改变的速 public float fovChangeSpeed = 2f; // FOV改变的速
// 触摸ID变量用于区分左右区域触摸 // 触摸ID变量用于区分左右区域触摸
private int leftFingerId = -1; private int leftFingerId = -1; // 左侧区域触摸ID
private int rightFingerId = -1; private int rightFingerId = -1; // 右侧区域触摸ID
private Vector2 rightTouchStartPos; // 记录右手触摸开始位置
private bool IsMoving = false; private bool IsMoving = false;
//跑步切换的时间 private float MoveTime = 0f; // 跑步切换的时间
private float MoveTime = 0f; public float walkTime; // 走路的时间
//走路的时间 public float runTime; // 跑的时间
public float walkTime; private float targetFOV; // 跑步时平滑切换FOV
//跑的时间
public float runTime;
//跑步时平滑切换fov
private float targetFOV;
private void Start() private void Start()
{ {
characterControl = GetComponent<CharacterControl>(); characterControl = GetComponent<CharacterControl>();
@ -39,52 +39,43 @@ public class PlayerMovement_Jpystick : MonoBehaviour
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
} }
void Update() void Update()
{ {
// 检测屏幕上所有触摸点
foreach (Touch touch in Input.touches) foreach (Touch touch in Input.touches)
{ {
// 触摸开始时分配触摸区域 // 触摸开始时分配触摸区域
if (touch.phase == TouchPhase.Began) if (touch.phase == TouchPhase.Began)
{ {
if (touch.position.x < Screen.width / 2 && leftFingerId == -1) if (touch.position.x < Screen.width / 2 && leftFingerId == -1)
{ {
// 左侧区域绑定左手指ID用于控制虚拟摇杆 leftFingerId = touch.fingerId; // 左侧区域用于控制虚拟摇杆
leftFingerId = touch.fingerId;
} }
else if (touch.position.x >= Screen.width / 2 && rightFingerId == -1) else if (touch.position.x >= Screen.width / 2 && rightFingerId == -1)
{ {
// 右侧区域绑定右手指ID用于滑动视角 rightFingerId = touch.fingerId; // 右侧区域用于滑动视角
rightFingerId = touch.fingerId; rightTouchStartPos = touch.position; // 记录右手触摸起点
} }
} }
else if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) else if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
{ {
if (touch.fingerId == leftFingerId) if (touch.fingerId == leftFingerId)
{ {
// 左侧触摸:处理角色移动 HandleJoystickControl(); // 左手触摸:处理角色移动
HandleJoystickControl();
} }
else if (touch.fingerId == rightFingerId) else if (touch.fingerId == rightFingerId)
{ {
// 右侧触摸:滑动视角 HandleViewSwipe(touch); // 右手触摸:滑动视角
HandleViewSwipe(touch);
} }
} }
else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{ {
// 触摸结束时重置ID
if (touch.fingerId == leftFingerId) if (touch.fingerId == leftFingerId)
{ {
leftFingerId = -1; leftFingerId = -1; // 触摸结束时重置左手ID
} }
else if (touch.fingerId == rightFingerId) else if (touch.fingerId == rightFingerId)
{ {
rightFingerId = -1; rightFingerId = -1; // 触摸结束时重置右手ID
} }
} }
} }
@ -92,29 +83,27 @@ public class PlayerMovement_Jpystick : MonoBehaviour
void HandleJoystickControl() void HandleJoystickControl()
{ {
// 获取摇杆输入
// 1. 获取摇杆输入
float horizontal = joystick.Horizontal; float horizontal = joystick.Horizontal;
float vertical = joystick.Vertical; float vertical = joystick.Vertical;
// 2. 转换为三维方向向量 (保持在水平面) // 转换为三维方向向量 (保持在水平面)
Vector3 inputDirection = new Vector3(horizontal, 0f, vertical); Vector3 inputDirection = new Vector3(horizontal, 0f, vertical);
// 3. 获取移动方向相对于摄像机的世界方向 // 获取移动方向相对于摄像机的世界方向
Vector3 cameraForward = cameraTransform.forward; // 摄像机的前向方向 Vector3 cameraForward = cameraTransform.forward; // 摄像机的前向方向
Vector3 cameraRight = cameraTransform.right; // 摄像机的右方向 Vector3 cameraRight = cameraTransform.right; // 摄像机的右方向
// 由于我们只需要水平的移动方向去掉摄像头的y轴分量 // 只需要水平的移动方向去掉摄像头的y轴分量
cameraForward.y = 0; cameraForward.y = 0;
cameraRight.y = 0; cameraRight.y = 0;
cameraForward.Normalize(); cameraForward.Normalize();
cameraRight.Normalize(); cameraRight.Normalize();
// 4. 计算最终的移动方向 (相对于摄像机的前后左右) // 计算最终的移动方向 (相对于摄像机的前后左右)
Vector3 moveDirection = (cameraRight * horizontal + cameraForward * vertical).normalized; Vector3 moveDirection = (cameraRight * horizontal + cameraForward * vertical).normalized;
if (Mathf.Abs(vertical) > 0.01f || Mathf.Abs(horizontal) > 0.01f) if (Mathf.Abs(vertical) > 0.01f || Mathf.Abs(horizontal) > 0.01f)
{ {
if (MoveTime < (walkTime + runTime + 0.1f)) if (MoveTime < (walkTime + runTime + 0.1f))
@ -122,30 +111,32 @@ public class PlayerMovement_Jpystick : MonoBehaviour
MoveTime += Time.deltaTime; MoveTime += Time.deltaTime;
} }
} }
// 5. 应用移动
// 应用移动
if (moveDirection.magnitude > 0.1f) if (moveDirection.magnitude > 0.1f)
{ {
// 使用速度移动角色
Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.fixedDeltaTime; Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.fixedDeltaTime;
rb.MovePosition(newPosition); rb.MovePosition(newPosition);
MoveState(); MoveState();
// 使角色面朝移动方向 // 使角色面朝移动方向
Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up); Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 720 * Time.deltaTime); transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 720 * Time.deltaTime);
} }
} }
void HandleViewSwipe(Touch touch) void HandleViewSwipe(Touch touch)
{ {
// 滑动视角逻辑 // 滑动视角逻辑
float horizontalSwipe = touch.deltaPosition.x * 0.1f; // 可调整灵敏度 Vector2 swipeDelta = touch.position - rightTouchStartPos;
float verticalSwipe = -touch.deltaPosition.y * 0.1f; float horizontalSwipe = swipeDelta.x * 0.1f; // 可调整灵敏度
float verticalSwipe = -swipeDelta.y * 0.1f;
cameraTransform.Rotate(0, horizontalSwipe, 0, Space.World); cameraTransform.Rotate(0, horizontalSwipe, 0, Space.World);
cameraTransform.Rotate(verticalSwipe, 0, 0, Space.Self); cameraTransform.Rotate(verticalSwipe, 0, 0, Space.Self);
// 更新右手触摸起点
rightTouchStartPos = touch.position;
} }
public void MoveState() public void MoveState()
@ -169,6 +160,4 @@ public class PlayerMovement_Jpystick : MonoBehaviour
// 使用插值平滑调整相机的FOV // 使用插值平滑调整相机的FOV
mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, targetFOV, fovChangeSpeed * Time.deltaTime); mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, targetFOV, fovChangeSpeed * Time.deltaTime);
} }
} }

View File

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ButtonTextColorChange : MonoBehaviour
{
public Text buttonText; // 按钮的文字
public Color targetColor = Color.red; // 点击后的颜色
private Color originalColor;
private void Start()
{
// 保存初始颜色
if (buttonText != null)
{
originalColor = buttonText.color;
}
}
public void ChangeTextColor()
{
// 改变文字颜色
if (buttonText != null)
{
buttonText.color = buttonText.color == originalColor ? targetColor : originalColor;
}
}
}

View File

@ -0,0 +1,11 @@
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