多点触控的方法,两边的触控互不干扰;
主要采用Input.touches的相关属性进行操作;
而采用IPointerDrag接口会造成两个drag的相互干扰;
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TouchFunc : MonoBehaviour
{
//左边的
Vector3 beginDragPos_Left;
Vector3 dragVector_Left;
Vector3 dragVectorOne_Left;
bool isDraging_Left;
//右边的
Vector3 beginDragPos_Right;
Vector3 dragVector_Right;
Vector3 dragVectorOne_Right;
bool isDraging_Right;
//控制的对象
Vector3 mousePosition_Current;
Vector3 mousePosition_Mobile;
float mouseMoveSpeed;
GameObject moveCenter_Mobile;
GameObject aimCenter_Mobile;
GameObject fireButton_Mobile;
public static bool isDragFromFireButton;
//某点触控
void TouchPoint( int index)
{
//左边
if (Input.GetTouch(index).position.x < Screen.width / 2)
{
if (Input.GetTouch(index).phase == TouchPhase.Began)
{
beginDragPos_Left = Input.GetTouch(index).position;
}
if (Input.GetTouch(index).phase == TouchPhase.Moved)
{
dragVector_Left += new Vector3(Input.GetTouch(index).deltaPosition.x, Input.GetTouch(index).deltaPosition.y,0);
dragVectorOne_Left = dragVector_Left.normalized;
isDraging_Left = true;
}
//右边
if (Input.GetTouch(index).phase == TouchPhase.Ended)
{
dragVector_Left = Vector3.zero;
dragVectorOne_Left = Vector3.zero;
isDraging_Left = false;
}
}
else
{
if (Input.GetTouch(index).phase == TouchPhase.Began)
{
beginDragPos_Right = Input.GetTouch(index).position;
}
if (Input.GetTouch(index).phase == TouchPhase.Moved)
{
dragVector_Right+= new Vector3(Input.GetTouch(index).deltaPosition.x, Input.GetTouch(index).deltaPosition.y, 0);
dragVectorOne_Right = dragVector_Right.normalized;
isDraging_Right = true;
}
if (Input.GetTouch(index).phase == TouchPhase.Ended)
{
dragVector_Right = Vector3.zero;
dragVectorOne_Right = Vector3.zero;
isDraging_Right = false;
}
}
}
void TouchMethod()
{
if (Input.touchCount == 1) TouchPoint(0);
if (Input.touchCount == 2) { TouchPoint(0); TouchPoint(1); }
}
void DragFrom()
{
float width = fireButton_Mobile.GetComponent<Image>().rectTransform.rect.size.x;
float height = fireButton_Mobile.GetComponent<Image>().rectTransform.rect.size.y;
Vector3 pos = fireButton_Mobile.transform.position;
if (beginDragPos_Right.x > pos.x - width / 2 && beginDragPos_Right.x < pos.x + width / 2 && beginDragPos_Right.y > pos.y - height / 2 && beginDragPos_Right.y < pos.y + height / 2)
{ isDragFromFireButton = true; }
else { isDragFromFireButton = false; }
if (isDraging_Right) PlayerBehavior.Instance.fireButtonDown_Mobile = true;
else PlayerBehavior.Instance.fireButtonDown_Mobile = false;
}
//判断是否在拖动、修复判定bug
void StateJudge()
{
if (Input.touchCount == 0)
{
isDraging_Left = false;
isDraging_Right = false;
}
}
void RightDrag()
{
//if (isDragFromFireButton) mouseMoveSpeed = 0.5f;
//else mouseMoveSpeed = 1f;
//瞄准按钮中心移动
if (isDraging_Right)
aimCenter_Mobile.transform.localPosition = Vector3.Lerp(aimCenter_Mobile.transform.localPosition, dragVectorOne_Right * Mathf.Clamp(dragVector_Right.magnitude, 0, 90), 0.2f);
if (!isDraging_Right)
aimCenter_Mobile.transform.localPosition = Vector3.Lerp(aimCenter_Mobile.transform.localPosition, Vector3.zero, 0.2f);
//光标位置
if (isDraging_Right)
{
Vector3 tempVec = new Vector3(Screen.width / 2, Screen.height / 2, 0) + dragVector_Right * mouseMoveSpeed;
mousePosition_Mobile = new Vector3(Mathf.Clamp(tempVec.x, 0, Screen.width), Mathf.Clamp(tempVec.y, 0, Screen.height), 0);
}
if (!isDraging_Right)
{
mousePosition_Current = new Vector3(Screen.width / 2, Screen.height / 2, 0);
mousePosition_Mobile = Vector3.Lerp(mousePosition_Mobile, mousePosition_Current,0.1f);
}
//把触控输入传给Player,以控制玩家转向和瞄准
PlayerBehavior.Instance.mousePosition_Mobile = mousePosition_Mobile;
}
//控制运动、运动按钮的动作
void LeftDrag()
{
//移动按钮中心移动
if (isDraging_Left)
moveCenter_Mobile.transform.localPosition = Vector3.Lerp(moveCenter_Mobile.transform.localPosition, dragVectorOne_Left * Mathf.Clamp(dragVector_Left.magnitude, 0, 90), 0.2f);
if (!isDraging_Left)
moveCenter_Mobile.transform.localPosition = Vector3.Lerp(moveCenter_Mobile.transform.localPosition, Vector3.zero, 0.2f);
//数据传入,以控制玩家移动
PlayerBehavior.Instance.moveVectorOne_Mobile = dragVectorOne_Left;
//是否移动中的判定
if (isDraging_Left && dragVector_Left.magnitude > 10) PlayerBehavior.Instance.isMoving_Mobile = true;
else PlayerBehavior.Instance.isMoving_Mobile = false;
}
// Start is called before the first frame update
void Start()
{
moveCenter_Mobile = GameObject.Find("MoveCenter_Mobile");
aimCenter_Mobile = GameObject.Find("AimCenter_Mobile");
mousePosition_Mobile = new Vector3(Screen.width / 2, Screen.height / 2, 0);
fireButton_Mobile = GameObject.Find("FireButton_Mobile");
//光标移动速度
mouseMoveSpeed = 1f;
}
// Update is called once per frame
void Update()
{
if (!GameManager.Instance.isInputMobileShow) return;
if (PlayerBehavior.Instance.leveUp || (!PlayerBehavior.Instance.isAlive)) return;
TouchMethod();
StateJudge();
RightDrag();
LeftDrag(); }
}