10 KiB
10 KiB
title, date, tags, pinned, head
| title | date | tags | pinned | head | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| studycase4 | 2025-11-30 12:40:05 |
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虚拟摇杆
1.世界构筑的起始篇章-编辑器
- Unity 2022.3.62f2:
- Visual Studio 2022
2.光芒汇聚之所-章节目标
- 虚拟摇杆和按钮
- In game Debug
- 打包APK
3.光流影卷-演示视频
4.初始祭坛-前置准备
导入资源(摇杆图标、Debug工具)
导入InputSystem的OnScreen示例
5.勇者行迹录-章节任务
创建studycase4
- 复制场景和脚本改名为studycase4
- 修改控制器和道具的命名空间
IngameDebugConsole
- 把IngameDebugConsole预制体拖入场景
- 全选mobile-controls-1下的Texture
- 切换到sprite(2d and ui)
- 创建一个canvas,再创建一个image,命名为leftBg,sprite使用joystick_circle_pad_a,设置大小位置和锚点
- 创建一个image,命名为leftStick,透明度0,设置大小位置和锚点,挂载On-Screen-Stick
- 设置
MovementRange为200,设置ControlPath为LeftStick
- 复制一个leftBg改名为rightBg,设置大小位置和锚点
- 复制一个leftStick改名为rightStick,设置
ControlPath为RightStick
- 添加输入事件,Move添加LeftStick,创建Look,添加Detla和RightStick
- 设置虚拟相机参数移动速度从300调到100,限制角度0到70
- 修改虚拟相机输入
- 修改
Assets\Scripts\studycase4下脚本ThirdCharacterController.cs
using UnityEngine;
using UnityEngine.InputSystem;
using Cinemachine;
namespace StudyCase4
{
public enum PickMode
{
RayCast,
Mouse
}
public class ThirdCharacterController : MonoBehaviour
{
[Header("MoveSettings")]
CharacterController characterController;
InputActionAsset inputAction;
Animator animator;
Transform forward;
Transform model;
CinemachineVirtualCamera vCam;
public float moveSpeed = 5f;
public float jumpSpeed = 2f;
public float turnSpeed = 10f;
public float gravity = 10f;
Vector3 moveDir;
Vector2 moveInput;
[Header("PickSettings")]
public PickMode pickMode = PickMode.RayCast;
public CursorLockMode cursorLock;
public bool useDrawRay = true;
public float maxDistance = 5f;
public LayerMask layerMask;
public float itemsRotateSpeed = 120f;
public float minCameraDistance = 2f;
public float maxCameraDistance = 10f;
public float cameraZoomSpeed = 0.1f;
[HideInInspector] public Transform itemRoot;
Item selectItem;
LineRenderer lineRenderer;
CinemachineFramingTransposer framingTransposer;
private void Awake()
{
Cursor.lockState = cursorLock;
characterController = GetComponent<CharacterController>();
forward = transform.Find("Forward");
model = transform.Find("Model");
animator = model.GetComponentInChildren<Animator>();
vCam = transform.Find("Virtual Camera").GetComponent<CinemachineVirtualCamera>();
framingTransposer = vCam.GetCinemachineComponent<CinemachineFramingTransposer>();
inputAction = Resources.Load<InputActionAsset>("PlayerInputActions");
inputAction.FindAction("Move").started += OnMove;
inputAction.FindAction("Move").performed += OnMove;
inputAction.FindAction("Move").canceled += OnMove;
inputAction.FindAction("Jump").performed += OnJump;
inputAction.FindAction("Pick").performed += OnPickUp;
inputAction.FindAction("Zoom").started += OnZoom;
inputAction.FindAction("Zoom").performed += OnZoom;
inputAction.FindAction("Zoom").canceled += OnZoom;
inputAction.Enable();
itemRoot = transform.Find("ItemRoot");
if (lineRenderer == null)
{
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = Resources.Load<Material>("Line");
lineRenderer.useWorldSpace = true;
}
layerMask = LayerMask.GetMask("Item");
//开启多点触控
Input.multiTouchEnabled = true;
}
private void Update()
{
Move();
CheckRayHit();
ItemsRotate();
}
public void OnMove(InputAction.CallbackContext context)
{
if (characterController.isGrounded)
moveInput = context.ReadValue<Vector2>();
else moveInput = Vector2.zero;
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed && characterController.isGrounded)
{
moveDir.y = jumpSpeed;
}
}
//增加控制相机距离的方法
public void OnZoom(InputAction.CallbackContext context)
{
float scrollValue = context.ReadValue<float>();
float newDistance = framingTransposer.m_CameraDistance + (scrollValue * cameraZoomSpeed * 0.01f);
framingTransposer.m_CameraDistance = Mathf.Clamp(newDistance, minCameraDistance, maxCameraDistance);
}
void Move()
{
moveDir = new Vector3(moveInput.x, moveDir.y, moveInput.y);
forward.eulerAngles = new Vector3(0, vCam.transform.eulerAngles.y, 0);
moveDir = forward.TransformDirection(moveDir);
if (moveInput != Vector2.zero)
{
animator.SetBool("Move", true);
Quaternion target = Quaternion.LookRotation(new Vector3(moveDir.x, 0, moveDir.z));
model.rotation = Quaternion.Slerp(model.rotation, target, turnSpeed * Time.deltaTime);
}
else animator.SetBool("Move", false);
if (!characterController.isGrounded)
moveDir.y -= gravity * Time.deltaTime;
characterController.Move(moveDir * moveSpeed * Time.deltaTime);
}
#region PickUp
public void OnPickUp(InputAction.CallbackContext context)
{
if (pickMode != PickMode.RayCast) return;
if (selectItem != null)
selectItem.PickUp(itemRoot);
selectItem = null;
}
void CheckRayHit()
{
lineRenderer.enabled = useDrawRay;
if (pickMode != PickMode.RayCast)
{
useDrawRay = false;
return;
}
Ray ray = new Ray(model.position, model.forward);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
DrawRay(model.position, hit.point, new Color(0, 1, 1));
Item curItem = hit.transform.GetComponent<Item>();
if (curItem != null && curItem != selectItem)
{
if (selectItem != null)
selectItem.UnSelect();
selectItem = curItem;
selectItem.Select();
}
}
else
{
DrawRay(model.position, model.position+ model.forward* maxDistance, new Color(1, 1, 1));
if (selectItem != null)
selectItem.UnSelect();
selectItem = null;
}
}
void DrawRay(Vector3 startPos, Vector3 endPos, Color color)
{
lineRenderer.startColor = lineRenderer.endColor = color;
lineRenderer.startWidth = lineRenderer.endWidth = 0.1f;
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, startPos);
lineRenderer.SetPosition(1, endPos);
lineRenderer.enabled = true;
}
void ItemsRotate()
{
itemRoot.Rotate(0,itemsRotateSpeed*Time.deltaTime, 0);
}
public void SetItems()
{
float radius = 1.5f;
float angleStep = 360 / itemRoot.childCount;
for (int i = 0; i < itemRoot.childCount; i++)
{
Transform item = itemRoot.GetChild(i);
float angle = angleStep * i;
Quaternion rot = Quaternion.Euler(0, angle, 0);
item.localPosition = rot * itemRoot.forward * radius;
item.localScale = Vector3.one * 0.1f;
}
}
#endregion
}
}
- 玩家移除case3的脚本,挂载case4脚本
- BuildSettings切换到Android平台
- 打包apk
- 在手机上安装和运行