NGUIJoysticK
原始的:
using UnityEngine;
using System.Collections; public class NGUIJoystick : MonoBehaviour
{
public float radius = 2.0f;
public Vector3 scale = Vector3.one;
private Plane mPlane;
private Vector3 mLastPos;
private UIPanel mPanel;
private Vector3 center;
[HideInInspector]
public Vector2 position; private void Start ()
{
center = transform.localPosition;
} /// <summary>
/// Create a plane on which we will be performing the dragging.
/// </summary> private void OnPress (bool pressed)
{
if (enabled && gameObject.activeInHierarchy) {
if (pressed) {
mLastPos = UICamera.lastHit.point;
mPlane = new Plane (Vector3.back, mLastPos);
} else {
transform.localPosition = center;
position=Vector2.zero;
}
}
} /// <summary>
/// Drag the object along the plane.
/// </summary> void OnDrag (Vector2 delta)
{
if (enabled && gameObject.activeInHierarchy) {
UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; Ray ray = UICamera.currentCamera.ScreenPointToRay (UICamera.currentTouch.pos);
float dist = 0f; if (mPlane.Raycast (ray, out dist)) {
Vector3 currentPos = ray.GetPoint (dist);
Vector3 offset = currentPos - mLastPos;
mLastPos = currentPos; if (offset.x != 0f || offset.y != 0f) {
offset = transform.InverseTransformDirection (offset);
offset.Scale (scale);
offset = transform.TransformDirection (offset);
} offset.z = ;
transform.position += offset; float length = transform.localPosition.magnitude; if (length > radius) {
transform.localPosition = Vector3.ClampMagnitude (transform.localPosition, radius);
} position = new Vector2((transform.localPosition.x-center.x)/radius,(transform.localPosition.y-center.y)/radius);
}
}
} }
超凡特工的:
using System;
using UnityEngine; public class NGUIJoystick : MonoBehaviour
{
public bool activeFlag;
public Vector3 center;
private float deadRadius;
public float deadRadiusRatio = 0.3f;
public bool lastPressed;
protected UIPanel mPanel;
protected Plane mPlane;
public Vector2 normalizedPosition;
public float normalizedRadius = 2f;
public Vector2 position;
public float radius = 2f;
public Vector3 worldCenter; internal void Move(Vector3 offset)
{
offset.z = 0f;
base.transform.position = this.worldCenter + offset;
float magnitude = base.transform.localPosition.magnitude;
if (magnitude < this.deadRadius)
{
this.normalizedPosition = Vector2.zero;
}
else
{
if (magnitude > this.radius)
{
base.transform.localPosition = Vector3.ClampMagnitude(base.transform.localPosition, this.radius);
}
float num2 = base.transform.localPosition.x - this.center.x;
float num3 = base.transform.localPosition.y - this.center.y;
this.position.x = num2 / this.radius;
this.position.y = num3 / this.radius;
this.normalizedPosition.x = num2 / this.normalizedRadius;
this.normalizedPosition.y = num3 / this.normalizedRadius;
this.normalizedPosition.x = Mathf.Clamp(this.normalizedPosition.x, -1f, 1f);
this.normalizedPosition.y = Mathf.Clamp(this.normalizedPosition.y, -1f, 1f);
}
} internal virtual void OnDrag(Vector2 delta)
{
if (base.enabled && base.gameObject.activeInHierarchy)
{
Ray ray = UICamera.currentCamera.ScreenPointToRay((Vector3) UICamera.currentTouch.pos);
float enter = 0f;
if (this.mPlane.Raycast(ray, out enter))
{
Vector3 offset = ray.GetPoint(enter) - this.worldCenter;
this.Move(offset);
}
}
} internal virtual void OnPress(bool pressed)
{
if (base.enabled && base.gameObject.activeInHierarchy)
{
if (pressed)
{
this.mPlane = new Plane(Vector3.back, UICamera.lastHit.point);
}
else
{
base.transform.localPosition = this.center;
this.position = Vector2.zero;
this.activeFlag = true;
}
this.lastPressed = pressed;
}
} public void SetRadius(float r, float nr)
{
this.radius = r;
this.normalizedRadius = nr;
this.deadRadius = this.radius * this.deadRadiusRatio;
} internal virtual void Start()
{
this.center = base.transform.localPosition;
this.worldCenter = base.transform.position;
}
}
namespace Kola
{
using LuaInterface;
using System;
using UnityEngine; public class KJoystick : NGUIJoystick
{
public UIRect bgObject;
public bool FollowPressPosition;
private Vector3 originPos;
private Transform parent;
public LuaTable playerControl;
public LuaFunction playerControlSetInputFunc;
public KMoveBehavior playerMove;
public float pressAlpha = 0.5f; private void _OnDrag(GameObject go, Vector2 delta)
{
this.OnDrag(delta);
} private void _OnPress(GameObject go, bool pressed)
{
this.OnPress(pressed);
if (pressed)
{
Vector3 point = UICamera.lastHit.point;
if (this.FollowPressPosition)
{
this.parent.position = point;
}
else
{
Vector3 position = this.parent.position;
Vector3 offset = point - position;
base.Move(offset);
this.OnDrag(Vector2.zero);
}
if (this.bgObject != null)
{
this.bgObject.alpha = this.pressAlpha;
}
}
else
{
if (this.playerMove != null)
{
this.playerMove.Stand();
}
if (this.bgObject != null)
{
this.bgObject.alpha = 1f;
}
if (this.playerControlSetInputFunc != null)
{
object[] args = new object[] { this.playerControl, 0f, 0f, true };
KLuaFunc.Call(this.playerControlSetInputFunc, args);
}
if (this.FollowPressPosition)
{
this.parent.position = this.originPos;
}
}
} public void Attach(GameObject draggedObj, GameObject bgObj)
{
UIEventListener listener1 = UIEventListener.Get(draggedObj);
listener1.onPress = (UIEventListener.BoolDelegate) Delegate.Combine(listener1.onPress, new UIEventListener.BoolDelegate(this._OnPress));
UIEventListener listener2 = UIEventListener.Get(draggedObj);
listener2.onDrag = (UIEventListener.VectorDelegate) Delegate.Combine(listener2.onDrag, new UIEventListener.VectorDelegate(this._OnDrag));
this.bgObject = (bgObj != null) ? bgObj.GetComponent<UIRect>() : null;
} private void OnDisable()
{
this._OnPress(base.gameObject, false);
} internal override void OnDrag(Vector2 delta)
{
base.OnDrag(delta);
if ((this.playerMove != null) && (base.enabled && base.gameObject.activeInHierarchy))
{
if (this.playerControlSetInputFunc != null)
{
object[] args = new object[] { this.playerControl, this.normalizedPosition.x, this.normalizedPosition.y, false };
KLuaFunc.Call(this.playerControlSetInputFunc, args);
}
else
{
this.playerMove.Move(this.normalizedPosition.x, this.normalizedPosition.y);
}
}
} public void OnDrawGizmos()
{
Gizmos.color = Color.green;
Vector3 to = base.transform.position + ((Vector3) (new Vector3(this.position.x, this.position.y, 0f) * 100f));
Gizmos.DrawLine(base.transform.position, to);
} public void SetPlayer(GameObject obj)
{
this.playerMove = obj.GetComponent<KMoveBehavior>();
} public void SetPlayerControl(LuaTable control)
{
this.playerControl = control;
this.playerControlSetInputFunc = KLuaBehavior.GetFunction(control, "SetJoyStickInput");
} internal override void Start()
{
base.Start();
this.parent = base.transform.parent;
this.originPos = this.parent.position;
}
}
}
NGUIJoysticK的更多相关文章
- 【转】NGUI版虚拟摇杆
http://blog.csdn.net/anyuanlzh/article/details/40107577 下面是我用nui实现的一个虚拟摇杆. 1,示图 2.代码如下,都有比较详细的注释,就不说 ...
- NGUI版虚拟摇杆
以下是我用nui实现的一个虚拟摇杆. 1,示图 2.代码例如以下,都有比較具体的凝视.就不说明了. using UnityEngine; using System.Collections; using ...
- Unity基于NGUI的简单并可直接使用的虚拟摇杆实现(一)
可能大家都听说过大名鼎鼎的easytouch,然而easytouch是基于UGUI的,两种不同的UI混用,可能会造成项目管理的混乱,并且可能会出现各种幺蛾子,比如事件传递互相扰乱的问题. 于是就想找一 ...
随机推荐
- jquery-ajax-async之浏览器差异
最近的PC项目遇到了一个问题,日志记录程序会在1s内多次发起对首页的请求,一时间没有找到原因. 简单描述一下问题:访问一个首页的时候,由于代码质量不高的原因,访问就连接数据库,但是同时存在的问题是一秒 ...
- #Linux学习笔记# Linux在线帮助文档man page
man是manual的简称,表示手册页.Linux系统的帮助手册页是按照章节(SECTION)来存储了.man手册页分为下面几个章节. 1 普通命令 2 内核提供的系统调用 3 库调用(C库函数) 4 ...
- 每天一个linux命令(26):du 命令
Linux du命令也是查看使用空间的,但是与df命令不同的是Linux du命令是对文件和目录磁盘使用的空间的查看,还是和df命令有一些区别的. 1.命令格式: du [选项][文件] 2.命令功能 ...
- 3.3.1实现Servlet
FirstServlet.java package com.helloweenvsfei.servlet; import java.io.IOException; import java.io.Pri ...
- 【转载】Velocity模板引擎的介绍和基本的模板语言语法使用
原文地址http://www.itzhai.com/the-introduction-of-the-velocity-template-engine-template-language-syntax- ...
- nginx配置反向代理示例
环境: nginx1:192.168.68.41 tomcat1:192.168.68.43 tomcat2:192.168.68.45 nginx安装网上很多教程,我是用yum安装的. 配置ngin ...
- Java基础-被final修饰的引用变量的指向
final修饰的引用变量一旦初始化赋值之后就不能再指向其他的对象,那么该引用变量指向的对象的内容可变吗?看下面这个例子: public class Test { public static void ...
- [NOIP2011] 提高组 洛谷P1003 铺地毯
题目描述 为了准备一个独特的颁奖典礼,组织者在会场的一片矩形区域(可看做是平面直角坐标系的第一象限)铺上一些矩形地毯.一共有 n 张地毯,编号从 1 到n .现在将这些地毯按照编号从小到大的顺序平行于 ...
- IOS开发 证书总结
开发者证书 ------>> 首先你必须获得apple开发者证书,上图这个文件就是apple开发者证书,只要有apple的开发者账号就可以下载到,此证书可以直接到 developer ...
- a[1000][1000]程序崩溃
1000 * 1000是大于65536的.如果不是需求需要,没必要开辟如此之多的空间.因为这些空间实在栈上申请的(如果是局部变量),栈的空间是有限的并且是宝贵的,所以呢,开辟太多的空间而不适用很可能会 ...