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   -> 游戏开发 -> unity 控制上下左右移动代码,记录初次点击位置 -> 正文阅读

[游戏开发]unity 控制上下左右移动代码,记录初次点击位置

public class InputHelper
	{
		public TouchOperation OnTouchDown;
		public TouchOperation OnTouchMove;
		public TouchOperation OnTouchUp;
		public TouchOperation OnClick;
		public long TouchDownTime;
		public long TouchUpTime;
		[HideInInspector]
		public float Pressure = 1;

		private bool FixMouseBegan = false;
		public void MouseInput()
		{
			UnityEngine.EventSystems.EventSystem eventSystem = UnityEngine.EventSystems.EventSystem.current;
			if (eventSystem != null && eventSystem.IsPointerOverGameObject())
			{
				if (!FixMouseBegan) return;
			}
			if (Input.GetMouseButton(0) && FixMouseBegan)
			{
				Vector3 mousePositon = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -Camera.main.transform.position.z));
				OnUserTouchMove(Input.mousePosition);
			}
			if (Input.GetMouseButtonDown(0))
			{
				Vector3 mousePositon = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -Camera.main.transform.position.z));
				OnUserTouchDown(Input.mousePosition);
				FixMouseBegan = true;
			}
			if (Input.GetMouseButtonUp(0) && FixMouseBegan)
			{
				Vector3 mousePositon = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -Camera.main.transform.position.z));
				OnUserTouchUp(Input.mousePosition);
				FixMouseBegan = false;
			}
		}

		private TouchPhase preTouchPhase;
		private bool fixTouchBegan = false;
		public void TouchInput()
		{
			if (Input.touchCount > 0)
			{
				Pressure = Input.GetTouch(0).pressure;
				bool isClickOverUI;
				isClickOverUI = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
				if (isClickOverUI)
				{
					if (!fixTouchBegan) return;
				}
				Touch firstTouch = Input.GetTouch(0);
				if (firstTouch.phase == TouchPhase.Began)
				{
					fixTouchBegan = true;
					Vector3 touchPositon = Camera.main.ScreenToWorldPoint(new Vector3(firstTouch.position.x, firstTouch.position.y, -Camera.main.transform.position.z));
					OnUserTouchDown(firstTouch.position);
				}
				if (firstTouch.phase == TouchPhase.Moved)
				{
					Vector3 touchPositon = Camera.main.ScreenToWorldPoint(new Vector3(firstTouch.position.x, firstTouch.position.y, -Camera.main.transform.position.z));
					OnUserTouchMove(firstTouch.position);
				}
				if (firstTouch.phase == TouchPhase.Ended && preTouchPhase != TouchPhase.Ended)
				{
					Vector3 touchPositon = Camera.main.ScreenToWorldPoint(new Vector3(firstTouch.position.x, firstTouch.position.y, -Camera.main.transform.position.z));
					OnUserTouchUp(firstTouch.position);
					fixTouchBegan = false;
				}
				if (firstTouch.phase == TouchPhase.Stationary && preTouchPhase != TouchPhase.Ended)
				{
					Vector3 touchPositon = Camera.main.ScreenToWorldPoint(new Vector3(firstTouch.position.x, firstTouch.position.y, -Camera.main.transform.position.z));
					OnUserTouchMove(firstTouch.position);
				}
				preTouchPhase = firstTouch.phase;
			}
		}

		private void OnUserTouchDown(Vector3 position)
		{
			TouchDownTime = GetTimestamp();
			if (OnTouchDown != null)
			{
				OnTouchDown(position);
			}
		}

		private void OnUserTouchMove(Vector3 position)
		{
			if (OnTouchMove != null)
			{
				OnTouchMove(position);
			}
		}

		private void OnUserTouchUp(Vector3 position)
		{
			TouchUpTime = GetTimestamp();
			if (OnTouchUp != null)
			{
				OnTouchUp(position);
			}
			if (TouchUpTime - TouchDownTime <= 100)
			{
				OnUserClick(position);
			}
		}

		private void OnUserClick(Vector3 position)
		{
			if (OnClick != null)
			{
				OnClick(position);
			}
		}

		public static long GetTimestamp()
		{
			long unixTimestamp = (long)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalMilliseconds;
			return unixTimestamp;
		}

		public delegate void TouchOperation(Vector3 position);

	}
using System.Collections;
using UnityEngine;

public class MyPlayer : MonoBehaviour
{
    void Awake()
    {
       
    }

    private InputHelper PlayerInput;
    private Vector3 PreTouchPosition;
    private Vector3 MoveOffset;
    private bool FirstTouchDown = true;

    void Start()
    {
        this.InitPlayerInput();
    }
    private void InitPlayerInput()
    {
        Debug.Log("注册");
        PlayerInput = new InputHelper();
        PlayerInput.OnTouchDown = OnPlayerTouchDown;
        PlayerInput.OnTouchMove = OnPlayerTouchMove;
        PlayerInput.OnTouchUp = OnPlayerTouchUp;
    }


    private void OnPlayerTouchDown(Vector3 position)
    {
        if (FirstTouchDown)
        {
            FirstTouchDown = false;

        }
        PreTouchPosition = position;
        Debug.Log("点击" + position);
    }

    private void OnPlayerTouchUp(Vector3 position)
    {
        Debug.Log("抬起" + position);
    }

    private void OnPlayerTouchMove(Vector3 position)
    {
        Debug.Log("移动" + position);
        float dis = position.x - PreTouchPosition.x;
        float disY = position.y - PreTouchPosition.y;
        if (System.Math.Abs(dis) > 2)
        {
            float value = dis / Screen.width;
            float length = System.Math.Abs(4 * value * 1.5f);
            if (dis < 0)
            {
                MoveOffset.x += -length;
            }
            else
            {
                MoveOffset.x += length;
            }
        }
        if (System.Math.Abs(disY) > 2)
        {
            float valueY = disY / Screen.height;
            float lengthY = System.Math.Abs(4 * valueY * 1.5f);
            if (disY < 0)
            {
                MoveOffset.y += -lengthY;
            }
            else
            {
                MoveOffset.y += lengthY;
            }
        }
        PreTouchPosition = position;

    }
    private void HandleControl()
    {
#if UNITY_EDITOR
        PlayerInput.MouseInput();
#else
        PlayerInput.TouchInput();
#endif
    }
    private bool AcceptInput = true;
    void Update()
    {
        if (AcceptInput)
        {
            HandleControl();
        }
        this.Move();

    }
  
    public void Move()
    {
        if (MoveOffset.magnitude > 0)
        {
            this.gameObject.transform.position = MoveOffset;
        }
    }
}

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