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手机3D游戏开发:自定义Joystick的相关设置和脚本源码

2014-03-13 18:15 567 查看
Joystick在手游开发中非常常见,也就是在手机屏幕上的虚拟操纵杆,但是Unity3D自带的Joystick贴图比较原始,所以经常有使用自定义贴图的需求。

下面就来演示一下如何实现自定义JoyStick贴图。

首先导入贴图,注意要把默认的Texture改为GUI要不然尺寸会发生改变:



在Inspector面板中点击Texture选项可以实现简单的贴图切换:



选中后便会发现场景中的Joystick已经发生了改变:



同理,可以对右边的Joystick做同样的修改:



当然很多时候这样简单的修改很难满足我们的需求。

下面来说说对Joystick的常见调整。

首先是坐标的调整,一般把Postition归零而在GUITexture中调整Pixel Inset:



但是这样依旧会出问题,全屏的时候因为采用了绝对坐标所以会出现这种情况:



所以我们还需要在脚本中稍作调整。

先来给Joystick加个背景图片。

创建一个JS脚本JoystickBackgroundGUI:

[javascript] view plaincopy

@script RequireComponent(Joystick)

@script ExecuteInEditMode ()

var background = new SwitchGUI();

var location = new Location();

private var GUIalpha:float = 1;

private var joystick : Joystick;

joystick = GetComponent (Joystick);

var noGuiStyle : GUIStyle;

function Update() {

if (joystick.IsFingerDown()) {

background.up();

} else {

background.down();

}

if (background.texture != null){

location.updateLocation();

}

}

function OnGUI () {

GUI.color.a = GUIalpha;

GUI.Box(Rect(location.offset.x + background.offset.x - background.texture.width/2,location.offset.y + background.offset.y - background.texture.height/2,background.texture.width,background.texture.height),background.texture,noGuiStyle);

}

joystick是Unity自己封装好的对象,其中有IsFingerDown等函数有需要的同学可以查阅一下Unity官网的说明文档。

脚本中用到了Location和SwitchGUI,这两个函数在另一个脚本 _GUIClasses 中定义:

[javascript] view plaincopy

import System.Collections.Generic;

// TextureGUI Class: create a basic class for creating and placing GUI elements

// texture = the texture to display

// offset = pixel offset from top left corner, can be modified for easy positioning

class TextureGUI {

var texture:Texture; //useful: texture.width, texture.height

var offset:Vector2; // .x and .y

private var originalOffset:Vector2; //store the original to correctly reset anchor point

enum Point { TopLeft, TopRight, BottomLeft, BottomRight, Center} //what part of texture to position around?

var anchorPoint = Point.TopLeft; // Unity default is from top left corner of texture

function setAnchor() { // meant to be run ONCE at Start.

originalOffset = offset;

if (texture) { // check for null texture

switch(anchorPoint) { //depending on where we want to center our offsets

case anchorPoint.TopLeft: // Unity default, do nothing

break;

case anchorPoint.TopRight: // Take the offset and go to the top right corner

offset.x = originalOffset.x - texture.width;

break;

case anchorPoint.BottomLeft: // bottom left corner of texture

offset.y = originalOffset.y - texture.height;

break;

case anchorPoint.BottomRight: //bottom right corner of texture

offset.x = originalOffset.x - texture.width;

offset.y = originalOffset.y - texture.height;

break;

case anchorPoint.Center: //and the center of the texture (useful for screen center textures)

offset.x = originalOffset.x - texture.width/2;

offset.y = originalOffset.y - texture.height/2;

break;

}

}

}

}

//Timer Class:

class TimerGUI extends TextureGUI { // Extend functionality from TextureGUI for a depreciating timer graphic

var textureLEnd:Texture; // left side of full texture (non stretching part)

var offsetLEnd:Vector2; // left side of full texture (non stretching part) start position

var textureCenter:Texture; // center of timer (will be stretched across width)

var offsetCenter:Vector2;

var textureREnd:Texture;

var offsetREnd:Vector2;

var timerPerct:float = 1; // percentage (0 to 1) this stretches the center

var desiredWidth:float = 403; // max width of the timer in pixels

function setTime(newTime:float) {

timerPerct = newTime; // sets the percent based on value

}

}

// SwitchGUI Class: Extends the TextureGUI to be able to load in multiple textures and switch between them

class SwitchGUI extends TextureGUI {

var switchableTextures = new List.<Texture>();

var currentTexture:int = 0;

function Start() {

if (switchableTextures.Count > 0) {

texture = switchableTextures[currentTexture];

}

}

function changeTexture(switchTo:int) {

if (switchTo < switchableTextures.Count && switchTo >= 0) {

texture = switchableTextures[switchTo];

currentTexture = switchTo;

} else {

//Debug.Log( this + ": tried to call invalid part of switchTextures array!");

}

}

function up() {

if ((currentTexture+1) < switchableTextures.Count) {

++currentTexture;

texture = switchableTextures[currentTexture];

} else {

//Debug.Log( this + ": at the top!");

}

}

function nextTexture() {

if ((currentTexture+1) < switchableTextures.Count) { // if we are at the end of the array

++currentTexture;

texture = switchableTextures[currentTexture];

} else {// loop to the beginning

currentTexture = 0;

texture = switchableTextures[currentTexture];

}

}

function down() {

if ((currentTexture-1) >= 0) {

--currentTexture;

texture = switchableTextures[currentTexture];

} else {

//Debug.Log( this + ": at the bottom!");

}

}

}

// Location class:

class Location {

enum Point { TopLeft, TopRight, BottomLeft, BottomRight, Center}

var pointLocation = Point.TopLeft;

var offset:Vector2;

function updateLocation() {

switch(pointLocation) {

case pointLocation.TopLeft:

offset = Vector2(0,0);

break;

case pointLocation.TopRight:

offset = Vector2(Screen.width,0);

break;

case pointLocation.BottomLeft:

offset = Vector2(0,Screen.height);

break;

case pointLocation.BottomRight:

offset = Vector2(Screen.width,Screen.height);

break;

case pointLocation.Center:

offset = Vector2(Screen.width/2,Screen.height/2);

break;

}

}

}

class TextureAnchor {

enum Point { TopLeft, TopRight, BottomLeft, BottomRight, Center}

var anchorPoint = Point.TopLeft;

var offset:Vector2;

function update() {

switch(anchorPoint) {

case anchorPoint.TopLeft:

offset = Vector2(0,0);

break;

case anchorPoint.TopRight:

offset = Vector2(Screen.width,0);

break;

case anchorPoint.BottomLeft:

offset = Vector2(0,Screen.height);

break;

case anchorPoint.BottomRight:

offset = Vector2(Screen.width,Screen.height);

break;

case anchorPoint.Center:

offset = Vector2(Screen.width/2,Screen.height/2);

break;

}

}

}

将脚本拖拽到Joystick上面并且部署好贴图,运行可见Joystick的背景贴图,当然坐标还有点问题:



我们在脚本中将其设置为BottomLeft,并且设置好SwitchTexture:



配置好了之后点击运行,会发现Joystick 的贴图出现在了左下角:



通过脚本中的Pixel设置可以调整两个纹理贴图的坐标并使他们趋于一致:



调整之后的结果如图:



同时将Joystick的脚本换成下面的脚本,可以实现隐藏操纵杆而只在碰到摇杆区域才显示Joystick的效果:

[javascript] view plaincopy

//////////////////////////////////////////////////////////////

// Joystick.js

// Penelope iPhone Tutorial

//

// Joystick creates a movable joystick (via GUITexture) that

// handles touch input, taps, and phases. Dead zones can control

// where the joystick input gets picked up and can be normalized.

//

// Optionally, you can enable the touchPad property from the editor

// to treat this Joystick as a TouchPad. A TouchPad allows the finger

// to touch down at any point and it tracks the movement relatively

// without moving the graphic

//////////////////////////////////////////////////////////////

#pragma strict

@script RequireComponent( GUITexture )

// A simple class for bounding how far the GUITexture will move

class Boundary

{

var min : Vector2 = Vector2.zero;

var max : Vector2 = Vector2.zero;

}

static private var joysticks : Joystick[]; // A static collection of all joysticks

static private var enumeratedJoysticks : boolean = false;

static private var tapTimeDelta : float = 0.3; // Time allowed between taps

var touchPad : boolean; // Is this a TouchPad?

var touchZone : Rect;

var deadZone : Vector2 = Vector2.zero; // Control when position is output

var normalize : boolean = false; // Normalize output after the dead-zone?

var position : Vector2; // [-1, 1] in x,y

var tapCount : int; // Current tap count

private var lastFingerId = -1; // Finger last used for this joystick

private var tapTimeWindow : float; // How much time there is left for a tap to occur

private var fingerDownPos : Vector2;

private var fingerDownTime : float;

private var firstDeltaTime : float = 0.5;

private var gui : GUITexture; // Joystick graphic

private var defaultRect : Rect; // Default position / extents of the joystick graphic

private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic

private var guiTouchOffset : Vector2; // Offset to apply to touch input

private var guiCenter : Vector2; // Center of joystick

private var alphaOff:float = 0.0;

function Start()

{

// Cache this component at startup instead of looking up every frame

gui = GetComponent( GUITexture );

// Store the default rect for the gui, so we can snap back to it

defaultRect = gui.pixelInset;

gui.color.a = alphaOff;

defaultRect.x += transform.position.x * Screen.width; // + gui.pixelInset.x; // - Screen.width * 0.5;

defaultRect.y += transform.position.y * Screen.height; //+ gui.pixelInset.y; // - Screen.height * 0.5;

transform.position.x = 0.0;

transform.position.y = 0.0;

if ( touchPad )

{

// If a texture has been assigned, then use the rect ferom the gui as our touchZone

if ( gui.texture )

touchZone = defaultRect;

}

else

{

// This is an offset for touch input to match with the top left

// corner of the GUI

guiTouchOffset.x = defaultRect.width * 0.5;

guiTouchOffset.y = defaultRect.height * 0.5;

// Cache the center of the GUI, since it doesn't change

guiCenter.x = defaultRect.x + guiTouchOffset.x;

guiCenter.y = defaultRect.y + guiTouchOffset.y;

// Let's build the GUI boundary, so we can clamp joystick movement

guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;

guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;

guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;

guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;

}

}

function Disable()

{

gameObject.active = false;

enumeratedJoysticks = false;

}

function ResetJoystick()

{

// Release the finger control and set the joystick back to the default position

gui.pixelInset = defaultRect;

lastFingerId = -1;

position = Vector2.zero;

fingerDownPos = Vector2.zero;

gui.color.a = alphaOff;

}

function IsFingerDown() : boolean

{

return (lastFingerId != -1);

}

function LatchedFinger( fingerId : int )

{

// If another joystick has latched this finger, then we must release it

if ( lastFingerId == fingerId )

ResetJoystick();

}

function Update()

{

if ( !enumeratedJoysticks )

{

// Collect all joysticks in the game, so we can relay finger latching messages

joysticks = FindObjectsOfType(Joystick) as Joystick[];

enumeratedJoysticks = true;

}

var count = Input.touchCount;

// Adjust the tap time window while it still available

if ( tapTimeWindow > 0 )

tapTimeWindow -= Time.deltaTime;

else

tapCount = 0;

if ( count == 0 )

ResetJoystick();

else

{

for(var i : int = 0;i < count; i++)

{

var touch : Touch = Input.GetTouch(i);

var guiTouchPos : Vector2 = touch.position - guiTouchOffset;

var shouldLatchFinger = false;

if ( touchPad )

{

if ( touchZone.Contains( touch.position ) )

shouldLatchFinger = true;

}

else if ( gui.HitTest( touch.position ) )

{

shouldLatchFinger = true;

gui.color.a = .5;

}

// Latch the finger if this is a new touch

if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )

{

if ( touchPad )

{

//gui.color.a = 0.15;

lastFingerId = touch.fingerId;

fingerDownPos = touch.position;

fingerDownTime = Time.time;

}

lastFingerId = touch.fingerId;

// Accumulate taps if it is within the time window

if ( tapTimeWindow > 0 )

tapCount++;

else

{

tapCount = 1;

tapTimeWindow = tapTimeDelta;

}

// Tell other joysticks we've latched this finger

for ( var j : Joystick in joysticks )

{

if ( j != this )

j.LatchedFinger( touch.fingerId );

}

}

if ( lastFingerId == touch.fingerId )

{

// Override the tap count with what the iPhone SDK reports if it is greater

// This is a workaround, since the iPhone SDK does not currently track taps

// for multiple touches

if ( touch.tapCount > tapCount )

tapCount = touch.tapCount;

if ( touchPad )

{

// For a touchpad, let's just set the position directly based on distance from initial touchdown

position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );

position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );

}

else

{

// Change the location of the joystick graphic to match where the touch is

gui.pixelInset.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );

gui.pixelInset.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );

}

if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled ) {

ResetJoystick();

}

}

}

}

if ( !touchPad )

{

// Get a value between -1 and 1 based on the joystick graphic location

position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;

position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;

}

// Adjust for dead zone

var absoluteX = Mathf.Abs( position.x );

var absoluteY = Mathf.Abs( position.y );

if ( absoluteX < deadZone.x )

{

// Report the joystick as being at the center if it is within the dead zone

position.x = 0;

}

else if ( normalize )

{

// Rescale the output after taking the dead zone into account

position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );

}

if ( absoluteY < deadZone.y )

{

// Report the joystick as being at the center if it is within the dead zone

position.y = 0;

}

else if ( normalize )

{

// Rescale the output after taking the dead zone into account

position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );

}

}

运行以下项目可以发现Joystick不见了:



但是点击屏幕就会出现了:



原文链接:csdn.net

声明: 本文由( zqcyou )原创编译,转载请保留链接: 手机3D游戏开发:自定义Joystick的相关设置和脚本源码
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