unity触摸屏控制角色移动、配置移动速度、方向、速度保持、防误触、摄像机跟随

unity触摸屏控制角色移动、配置移动速度、方向、速度保持、防误触、摄像机跟随_第1张图片
unity触摸屏控制角色移动、配置移动速度、方向、速度保持、防误触、摄像机跟随_第2张图片

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MoveTest : MonoBehaviour
{
    public float x = 189f;
    public float y = 1f;
    public float z = 562f;
    [SerializeField]
    private Transform camera;
    public float dx = 2;
    public float dy = 14;
    public float dz = -10;
    public int speed = 1;

    public Vector3 dretOne = Vector3.zero;
    public bool if_move = false;
    Vector2 deltaPos = Vector2.zero;
    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);

            if (touch.phase == TouchPhase.Began)
            {
                Debug.Log("Touch began");
                if_move = true;

            }
            else if (touch.phase == TouchPhase.Moved)
            {

                deltaPos = touch.deltaPosition;
                if (Math.Abs(deltaPos.x) > 2 || Math.Abs(deltaPos.y) > 2)
                {
                    dretOne = new Vector3(deltaPos.x, 0, deltaPos.y).normalized;

                }


                Debug.Log("Touch moved:" + deltaPos);
            }
            else if (touch.phase == TouchPhase.Ended)
            {
                Debug.Log("Touch ended");
                if_move = false;
            }
        }
        if (if_move)
        {
            Move();
        }
        CameraLook();

    }


    void Move()
    {

        //transform.Rotate(Vector3.down * deltaPos.x, Space.World);
        //transform.Rotate(Vector3.right * deltaPos.y, Space.World);

        transform.localPosition += dretOne * Time.deltaTime * speed;
    }

    public void BackBtn()
    {
        transform.position = new Vector3(x, y, z);
    }

    void CameraLook()
    {
        camera.position = transform.position + new Vector3(dx, dy, dz);
    }
}

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