unity 2D 手指拖动地图
2017-12-08 本文已影响145人
齊葩
把他加到相机上就能用了
BoxCollider2D 这个东西是相机的移动范围 不加的话移动范围没有限制
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TouchMoveCamera2D : MonoBehaviour
{
public BoxCollider2D Bounds = null; //移动的边界
public Vector3 deceleration = new Vector3(1,1,0);//减速度
public Vector3
minVec3,
maxVec3;
private Vector2 beginP = Vector2.zero;//鼠标第一次落下点
private Vector2 endP = Vector2.zero;//鼠标第二次位置(拖拽位置)
private Vector3 speed = Vector3.zero;
public Camera eyeCamera = null; // 视图相机
public bool isUpdateTouch = true; //是否更新touch
public void Start()
{
if (eyeCamera == null) {
eyeCamera = Camera.main;
}
if (Bounds) {
minVec3 = Bounds.bounds.min;//包围盒
maxVec3 = Bounds.bounds.max;
}
}
public void OnGUI()
{
#if !UNITY_EDITOR && (UNITY_IOS || UNITY_ANDROID)
return;
#endif
if (Event.current.type == EventType.MouseDown)
{
MoveBegin(Input.mousePosition);
}
else if (Event.current.type == EventType.MouseDrag)
{
Moveing(Input.mousePosition);
}
}
//移动对象
void UpdateTargetPositon()
{
if (Input.touchCount == 0)
{
return;
}
if(!isUpdateTouch){
for (int i = 0; i < Input.touchCount; ++i)
{
if (Input.GetTouch(i).phase == TouchPhase.Began || Input.GetTouch(i).phase == TouchPhase.Canceled || Input.GetTouch(i).phase == TouchPhase.Ended)
{
isUpdateTouch = true;
break;
}
}
}
if (Input.touchCount == 1){
if (isUpdateTouch)
{
MoveBegin(Input.GetTouch(0).position);
isUpdateTouch = false;
}
else if (Input.GetTouch(0).phase == TouchPhase.Moved)
{
Moveing(Input.GetTouch(0).position);
}
}
}
///初始化位置,为接下来的move做准备
void MoveBegin(Vector3 point) {
beginP = point;
speed = Vector3.zero;
}
///更新目标位置
void Moveing(Vector3 point)
{
//记录鼠标拖动的位置
endP = point;
Vector3 fir = eyeCamera.ScreenToWorldPoint(new Vector3(beginP.x, beginP.y, eyeCamera.nearClipPlane));//转换至世界坐标
Vector3 sec = eyeCamera.ScreenToWorldPoint(new Vector3(endP.x, endP.y, eyeCamera.nearClipPlane));
speed = sec - fir;//需要移动的 向量
}
///Move结束,清除数据
void MoveEnd(Vector3 point)
{
MoveBegin(point);
}
public void Update()
{
#if !UNITY_EDITOR && (UNITY_IOS || UNITY_ANDROID)
UpdateTargetPositon();
#endif
if (speed == Vector3.zero)
{
return;
}
var x = transform.position.x;
var y = transform.position.y;
x = x - speed.x;//向量偏移
y = y - speed.y;
if (Bounds)
{
float cameraHeight = Camera.main.orthographicSize * 2;
var cameraSize = new Vector2(Camera.main.aspect * cameraHeight, cameraHeight);
var cameraHalfWidth = eyeCamera.orthographic ?cameraSize.x / 2 : 0;
var cameraHalfHeight = eyeCamera.orthographic ?cameraSize.y / 2 : 0;
//保证不会移除包围盒
x = Mathf.Clamp(x, minVec3.x + cameraHalfWidth, maxVec3.x - cameraHalfWidth);
y = Mathf.Clamp(y, minVec3.y + cameraHalfHeight, maxVec3.y - cameraHalfHeight);
}
transform.position = new Vector3(x, y, transform.position.z);
if (System.Math.Abs(speed.x) < 0.01f)
{
speed.x = 0;
}
else
{
if (speed.x > 0)
{
speed.x -= deceleration.x * Time.deltaTime;
if (speed.x < 0) {
speed.x = 0;
}
}
else
{
speed.x += deceleration.x * Time.deltaTime;
if (speed.x > 0)
{
speed.x = 0;
}
}
}
if (System.Math.Abs(speed.y) < 0.01f)
{
speed.y = 0;
}
else
{
if (speed.y > 0)
{
speed.y -= deceleration.y * Time.deltaTime;
if (speed.y < 0)
{
speed.y = 0;
}
}
else
{
speed.y += deceleration.y * Time.deltaTime;
if (speed.y > 0)
{
speed.y = 0;
}
}
}
beginP = endP;
if (speed.x == 0 && speed.y == 0)
{
speed = Vector3.zero;
}
}
}
基于这套理论的unity 开源框架(我在维护,有线上产品)
仓库地址 https://gitee.com/qipaworld/QPUnityFramework
Demo仓库 https://gitee.com/qipaworld/QPUnityFrameWorkTest