Unity中的虚拟摇杆,用于触屏游戏的角色移动控制

示意

虚拟摇杆.gif

思路

虚拟摇杆由3部分组成


image.png
  1. 触屏区域
    在该区域内按住屏幕,可控制摇杆。
  2. 背景大圆
    在触屏区域内按住屏幕时,将该圆(的中心)设置到合适的位置。
    合适的位置:因为要限制该圆显示在触屏区域内,因此实际其中心的位置为图中红色区域内。
  3. 中央摇杆
    随手指滑动而移动,限制其与背景大圆中心的最大距离。

具体资源

虚拟摇杆GameObject的层级


image.png

触屏控制


image.png

摇杆的显示
image.png

相关代码

VirtualJoystick.cs
监听触屏、滑屏相关事件,发出自己的事件

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

namespace VirtualJoystick
{
    public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
    {
        // bgPos, handlePos
        public event Action<Vector2, Vector2> PointerDownEvent;
        public event Action<Vector2> DragEvent;
        public event Action PointerUpEvent;

        public event Action<Vector2> SetDirEvent;
        public event Action StopSetDirEvent;

        [SerializeField, Header("背景图的RectTrans,用于限制实际的操作区域")]
        private RectTransform _bgRectTrans;
        [SerializeField]
        private VirtualJoystickAppearance _virtualJoystickAppearance;
        private Vector2 HandlePos { get { return _virtualJoystickAppearance.HandlePos; } }
        [SerializeField, Header("限制背景图中心点的位置")]
        private int _limitRangeOffset = 0;
        [SerializeField, Header("两点距离多远时,认为停止设置方向")]
        private float _stopSetDirDistance = 10;

        private Vector2 _minPos;
        private Vector2 _maxPos;
        private bool _hasInited = false;

        private Vector2 _bgPos;

        public void OnPointerDown(PointerEventData eventData)
        {
            if (!_hasInited)
            {
                Init();
            }

            Vector2 handlePos = eventData.position;
            _bgPos = LimitBgPos(eventData.position);

            PointerDownEvent?.Invoke(_bgPos, handlePos);
            SetDir(HandlePos, _bgPos);

            void Init()
            {
                int actualLimitRangeOffset = (int)_bgRectTrans.rect.width / 2 + _limitRangeOffset;
                float width = GetComponent<RectTransform>().rect.width;
                float height = GetComponent<RectTransform>().rect.height;

                _minPos = Vector2.one * actualLimitRangeOffset;
                _maxPos = new Vector2(width - actualLimitRangeOffset, height - actualLimitRangeOffset);

                _hasInited = true;
            }

            Vector2 LimitBgPos(Vector2 pos)
            {
                pos = new Vector2(Mathf.Clamp(pos.x, _minPos.x, _maxPos.x), Mathf.Clamp(pos.y, _minPos.y, _maxPos.y));
                return pos;
            }
        }
        public void OnDrag(PointerEventData eventData)
        {
            DragEvent?.Invoke(eventData.position);
            SetDir(eventData.position, _bgPos);
        }
        public void OnPointerUp(PointerEventData eventData)
        {
            PointerUpEvent?.Invoke();
            StopSetDirEvent?.Invoke();
        }

        private void SetDir(Vector2 handlePos, Vector2 bgPos)
        {
            if (Vector2.Distance(handlePos, bgPos) > _stopSetDirDistance)
            {
                Vector2 dir = (handlePos - bgPos).normalized;
                SetDirEvent?.Invoke(dir);

                Debug.Log("SetDir " + dir);
            }
            else
            {
                StopSetDirEvent?.Invoke();
            }
        }
    }
}

VirtualJoystickAppearance.cs
虚拟摇杆的显示(包括设置其位置等)。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

namespace VirtualJoystick
{
    public class VirtualJoystickAppearance : MonoBehaviour
    {
        [SerializeField]
        private VirtualJoystick _virtualJoystick;
        [SerializeField]
        private RectTransform _bgRectTrans;
        public Vector2 BgPos{ get { return _bgRectTrans.position; } }
        [SerializeField]
        private RectTransform _handleRectTrans;
        public Vector2 HandlePos
        { 
            get { return _handleRectTrans.position; }
        }
        [SerializeField]
        private CanvasGroup _canvasGroup;
        [SerializeField, Range(0, 1)]
        private float _hideAlpha = 0.2f;
        private Vector2 _bgDefaultPos;
        [SerializeField]
        private float _handleAndBgMaxDistance = 120;
        void Start()
        {
            Init();
        }

        private void OnDestroy() 
        {
            Destroy();
        }

        void Init()
        {
            var joystickRect = _virtualJoystick.GetComponent<RectTransform>().rect;
            _bgDefaultPos = new Vector2(joystickRect.width / 2, joystickRect.height/2);

            Hide();
            ResetPos();

            _virtualJoystick.PointerDownEvent += OnPointerDown;
            _virtualJoystick.SetDirEvent += OnSetDir;
            _virtualJoystick.StopSetDirEvent += OnStopSetDir;
            _virtualJoystick.DragEvent += OnDrag;
            _virtualJoystick.PointerUpEvent += OnPointerUp;
        }

        void Destroy()
        {
            if (_virtualJoystick != null)
            {
                _virtualJoystick.PointerDownEvent -= OnPointerDown;
                _virtualJoystick.SetDirEvent -= OnSetDir;
                _virtualJoystick.StopSetDirEvent -= OnStopSetDir;
                _virtualJoystick.DragEvent -= OnDrag;
                _virtualJoystick.PointerUpEvent -= OnPointerUp;
            }
        }

        private void Hide()
        {
            _canvasGroup.alpha = _hideAlpha;
        }
        private void Show()
        {
            _canvasGroup.alpha = 1;
        }

        private void ResetPos()
        {
            _bgRectTrans.transform.position = _bgDefaultPos;
            _handleRectTrans.localPosition = Vector3.zero;
        }

        private void LimitHandlePos(Vector2 pos)
        {
            if (Vector2.Distance(pos, (Vector2)_bgRectTrans.transform.position) > _handleAndBgMaxDistance)
            {
                pos = (Vector2)_bgRectTrans.transform.position + (pos - (Vector2)_bgRectTrans.transform.position).normalized * _handleAndBgMaxDistance;
            }

            _handleRectTrans.position = pos;
        }


        #region 关注joystick的一些事件
        private void OnPointerDown(Vector2 bgPos, Vector2 handlePos)
        {
            _bgRectTrans.position = bgPos;
            LimitHandlePos(handlePos);

            Show();
        }

        private void OnSetDir(Vector2 dir)
        {
            if (IsInHide())
            {
                Show();
            }

            bool IsInHide()
            {
                return _canvasGroup.alpha == _hideAlpha;
            }
        }

        private void OnStopSetDir()
        {
            // Hide();
            // ResetPos();
        }

        private void OnDrag(Vector2 handlePos)
        {
            LimitHandlePos(handlePos);
        }

        private void OnPointerUp()
        {
            Hide();
            ResetPos();
        }
        #endregion
    }
}

用于测试的代码

InputMgr.cs
监听虚拟摇杆的事件(SetDirEvent、StopSetDirEvent),控制Player移动。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VirtualJoystick;

public class InputMgr : MonoBehaviour
{
    [SerializeField]
    private Player _player;
    [SerializeField]
    private VirtualJoystick.VirtualJoystick _virtualJoystick;
    void Start()
    {
        Init();
    }

    private void OnDestroy() 
    {
        Destroy();
    }

    private void Init()
    {
        if (_virtualJoystick != null)
        {
            _virtualJoystick.SetDirEvent += OnSetMoveDir;
            _virtualJoystick.StopSetDirEvent += OnStopSetDir;
        }
    }
    private void Destroy()
    {
        if (_virtualJoystick != null)
        {
            _virtualJoystick.SetDirEvent -= OnSetMoveDir;
            _virtualJoystick.StopSetDirEvent -= OnStopSetDir;
        }
    }

    private void OnSetMoveDir(Vector2 dir)
    {
        _player?.Move(dir);
    }

    private void OnStopSetDir()
    {
        _player?.StopMove();
    }
}

Player.cs
外界(InputMgr)调用其Move方法控制其移动。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    private Vector2 _moveDir;
    [SerializeField]
    private float _moveSpeed = 3f;
    void Start()
    {
        Init();
    }

    void Update()
    {
        if (_moveDir != Vector2.zero)
        {
            transform.forward = new Vector3(_moveDir.x, 0, _moveDir.y);
            transform.Translate(transform.forward * _moveSpeed * Time.deltaTime, Space.World);
        }
    }

    private void Init()
    {
        _moveDir = Vector2.zero;
    }

    public void Move(Vector2 dir)
    {
        _moveDir = dir.normalized;
    }

    public void StopMove()
    {
        _moveDir = Vector2.zero;
    }
}
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