当前位置:网站首页>FairyGUI摇杆
FairyGUI摇杆
2022-07-06 09:18:00 【SQ刘】
FairyGUI摇杆
素材资源:

一、准备工作
1、创建FairyGUI新项目

2、导入素材

3、新建按钮

4、编辑按钮

5、设置作用区域




6、设置关联

7、打包发布


二、Unity中显示
1、创建Unity新项目

2、导入FairyGUI的unity包和DOTween包


3、Unity中显示


三、脚本控制
1、新建2个脚本
一个是RockingBarMain,需要挂载在UIPanel上;另一个是摇杆本身脚本RockingBar。

2、编码实现
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FairyGUI;
using DG.Tweening;
public class RockingBar : EventDispatcher //事件收发类
{
//事件的监听者
public EventListener onMove {
get; private set; } //设置了一个安全权限
public EventListener onEnd {
get; private set; }
//mainUI里的对象
private GButton rockingbarButton;
private GObject thumb;
private GObject touchArea;
private GObject center;
//摇杆的属性
private float initX;
private float initY;
private float startStageX;
private float startStageY;
private float lastStageX;
private float lastStageY;
private int touchID;
private int radius {
get; set; }
private Tweener tweener;
public RockingBar(GComponent mainUI)
{
onMove = new EventListener(this,"onMove");
onEnd = new EventListener(this, "onEnd");
rockingbarButton = mainUI.GetChild("RockingBar").asButton;
rockingbarButton.changeStateOnClick = false;
thumb = rockingbarButton.GetChild("thumb");
touchArea = mainUI.GetChild("RockingBarTouchArea");
center = mainUI.GetChild("RockingBarCenter");
initX = center.x + center.width / 2;
initY = center.y + center.height / 2;
touchID = -1;
radius = 150;
touchArea.onTouchBegin.Add(OnTouchBegin);
touchArea.onTouchMove.Add(OnTouchMove);
touchArea.onTouchEnd.Add(OnTouchEnd);
}
//开始触摸
private void OnTouchBegin(EventContext context)
{
if (touchID == -1) //第一次触摸
{
InputEvent inputEvent = (InputEvent)context.data;
touchID = inputEvent.touchId;
if (tweener != null)
{
tweener.Kill(); //杀死上一个动画
tweener = null;
}
Vector2 localPos = GRoot.inst.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
float posX = localPos.x;
float posY = localPos.y;
rockingbarButton.selected = true;
lastStageX = posX;
lastStageY = posY;
startStageX = posX;
startStageY = posY;
center.visible = true;
center.SetXY(posX - center.width / 2, posY - center.height / 2);
rockingbarButton.SetXY(posX - rockingbarButton.width / 2, posY - rockingbarButton.height / 2);
float deltaX = posX - initX;
float deltaY = posY - initY;
float degrees = Mathf.Atan2(deltaY, deltaX) * 180 / Mathf.PI; //弧度转角度
thumb.rotation = degrees + 90;
context.CaptureTouch();
}
}
//移动触摸
private void OnTouchMove(EventContext context)
{
InputEvent inputEvent = (InputEvent)context.data;
if (touchID != -1 && inputEvent.touchId == touchID)
{
Vector2 localPos = GRoot.inst.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
float posX = localPos.x;
float posY = localPos.y;
float moveX = posX - lastStageX;
float moveY = posY - lastStageY;
lastStageX = posX;
lastStageY = posY;
float buttonX = rockingbarButton.x + moveX;
float buttonY = rockingbarButton.y + moveY;
float deltaX = buttonX + rockingbarButton.width / 2 - startStageX;
float deltaY = buttonY + rockingbarButton.height / 2 - startStageY;
float rad = Mathf.Atan2(deltaY, deltaX);
float degree = rad * 180 / Mathf.PI;
thumb.rotation = degree + 90;
//设置范围
float maxX = radius * Mathf.Cos(rad);
float maxY = radius * Mathf.Sin(rad);
if (Mathf.Abs(deltaX) > Mathf.Abs(maxX))
{
deltaX = maxX;
}
if (Mathf.Abs(deltaY) > Mathf.Abs(maxY))
{
deltaY = maxY;
}
buttonX = startStageX + deltaX;
buttonY = startStageY + deltaY;
rockingbarButton.SetXY(buttonX - rockingbarButton.width / 2, buttonY - rockingbarButton.height / 2);
onMove.Call(degree);
}
}
//结束触摸
private void OnTouchEnd(EventContext context)
{
InputEvent inputEvent = (InputEvent)context.data;
if (touchID != -1 && inputEvent.touchId == touchID)
{
touchID = -1;
thumb.rotation = thumb.rotation + 180;
center.visible = false;
tweener = rockingbarButton.TweenMove(new Vector2(initX - rockingbarButton.width / 2, initY - rockingbarButton.height / 2), 0.3f).OnComplete(() =>
{
tweener = null;
rockingbarButton.selected = false;
thumb.rotation = 0;
center.visible = true;
center.SetXY(initX - center.width / 2, initY - center.height / 2);
;
}
);
}
onEnd.Call();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FairyGUI;
public class RockingBarMain : MonoBehaviour
{
private GComponent mainUI;
private GTextField gTextField;
private RockingBar rockingBar;
void Start()
{
mainUI = GetComponent<UIPanel>().ui;
gTextField = mainUI.GetChild("n4").asTextField;
rockingBar = new RockingBar(mainUI);
rockingBar.onMove.Add(RockingBarMove);
rockingBar.onEnd.Add(RockingBarEnd);
}
// Update is called once per frame
void Update()
{
}
private void RockingBarMove(EventContext context)
{
float degree = (float)context.data;
gTextField.text = degree.ToString();
}
private void RockingBarEnd()
{
gTextField.text = "";
}
}
四、全部实现

边栏推荐
猜你喜欢

Easy to use shortcut keys in idea

idea中好用的快捷键

基于Redis的分布式ID生成器

Compilation principle: preprocessing of source program and design and implementation of lexical analysis program (including code)

Force buckle 1189 Maximum number of "balloons"

idea问题记录

JS正则表达式基础知识学习
![[esp32 learning-2] esp32 address mapping](/img/ee/c4aa0f7aed7543bb6807d7fd852c88.png)
[esp32 learning-2] esp32 address mapping

Redis based distributed ID generator

(三)R语言的生物信息学入门——Function, data.frame, 简单DNA读取与分析
随机推荐
Important methods of array and string
2021.11.10 compilation examination
(课设第一套)1-4 消息传递接口 (100 分)(模拟:线程)
[899]有序队列
Types de variables JS et transformations de type communes
Unity3d makes the registration login interface and realizes the scene jump
Page performance optimization of video scene
(the first set of course design) sub task 1-5 317 (100 points) (dijkstra: heavy edge self loop)
Design and implementation of general interface open platform - (39) simple and crude implementation of API services
JS regular expression basic knowledge learning
idea中导包方法
[leetcode622]设计循环队列
RuntimeError: cuDNN error: CUDNN_ STATUS_ NOT_ INITIALIZED
@The difference between Autowired and @resource
Basic operations of databases and tables ----- modifying data tables
Basic operations of databases and tables ----- view data tables
Derivation of logistic regression theory
NRF24L01 troubleshooting
Classification, understanding and application of common methods of JS array
Basic operations of databases and tables ----- classification of data