Commit 71a15bff authored by Ruidong's avatar Ruidong

修复动画bug

parent a7312eac
...@@ -299,6 +299,9 @@ ...@@ -299,6 +299,9 @@
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...@@ -348,6 +349,9 @@ ...@@ -348,6 +349,9 @@
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namespace zFrame.UI
{
using UnityEditor;
using UnityEngine;
[CustomPropertyDrawer(typeof(EnumFlagsAttribute))]
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{
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{
/*绘制枚举复选框 , 0-Nothing,-1-Everything,其他是枚举之和
枚举值(2的x次幂):2的0次幂=1,2的1次幂=2,2的2次幂=4,8,16...
*/
EditorGUI.BeginChangeCheck();
property.intValue = EditorGUI.MaskField(position, label, property.intValue, property.enumNames);
if (EditorGUI.EndChangeCheck())
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property.serializedObject.ApplyModifiedProperties();
}
}
}
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namespace zFrame.UI
{
using UnityEngine;
public class EnumFlagsAttribute : PropertyAttribute { }
}
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// Copyright (c) Bian Shanghai
// https://github.com/Bian-Sh/UniJoystick
// Licensed under the MIT license. See the LICENSE.md file in the project root for more information.
namespace zFrame.Example
{
using UnityEngine;
using UnityEngine.UI;
using zFrame.UI;
public class ConfigurationDemo : MonoBehaviour
{
public Joystick joystick;
Text text;
public Text text2;
void Start()
{
text = GetComponent<Text>();
joystick.OnValueChanged.AddListener(v => text.text = string.Format("Horizontal :{0} \nVertical:{1}", v.x, v.y));
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
joystick.DynamicJoystick = !joystick.DynamicJoystick;
text2.text = joystick.DynamicJoystick ? "切换为动态摇杆" : "切换成静态摇杆";
}
}
}
}
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// Copyright (c) Bian Shanghai
// https://github.com/Bian-Sh/UniJoystick
// Licensed under the MIT license. See the LICENSE.md file in the project root for more information.
namespace zFrame.Example
{
using UnityEngine;
using zFrame.UI;
public class ThirdPersonSolution : MonoBehaviour
{
[SerializeField] Joystick joystick;
public float speed = 5;
CharacterController controller;
void Start()
{
controller = GetComponent<CharacterController>();
joystick.OnValueChanged.AddListener(v =>
{
if (v.magnitude != 0)
{
Vector3 direction = new Vector3(v.x, 0, v.y);
controller.Move(direction * speed * Time.deltaTime);
transform.rotation = Quaternion.LookRotation(new Vector3(v.x, 0, v.y));
}
});
}
}
}
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// Copyright (c) Bian Shanghai
// https://github.com/Bian-Sh/UniJoystick
// Licensed under the MIT license. See the LICENSE.md file in the project root for more information.
namespace zFrame.UI
{
using System;
using UnityEngine;
public class DirectionArrow : MonoBehaviour
{
private Joystick joystick;
private void Start()
{
joystick = GetComponentInParent<Joystick>();
if (null == joystick)
{
throw new InvalidOperationException("The directional arrow is an optional part of the joystick and it relies on the instance of the joystick!");
}
joystick.OnPointerUp.AddListener(OnPointerUp);
joystick.OnValueChanged.AddListener(UpdateDirectionArrow);
gameObject.SetActive(false);
}
void OnDestroy()
{
joystick.OnPointerUp.RemoveListener(OnPointerUp);
joystick.OnValueChanged.RemoveListener(UpdateDirectionArrow);
}
// 更新指向器的朝向
private void UpdateDirectionArrow(Vector2 position)
{
if (position.magnitude != 0)
{
if (!gameObject.activeSelf)
{
gameObject.SetActive(true);
}
transform.localEulerAngles = new Vector3(0, 0, Vector2.Angle(Vector2.right, position) * (position.y > 0 ? 1 : -1));
}
}
void OnPointerUp(Vector2 pos)
{
gameObject.SetActive(false);
}
}
}
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// Copyright (c) Bian Shanghai
// https://github.com/Bian-Sh/UniJoystick
// Licensed under the MIT license. See the LICENSE.md file in the project root for more information.
namespace zFrame.UI
{
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using UnityEngine.UI;
public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
public float maxRadius = 100; //Handle 移动最大半径
[EnumFlags]
public Direction activatedAxis = (Direction)(-1); //选择激活的轴向
[SerializeField] bool dynamic = true; // 动态摇杆
[SerializeField] Transform handle; //摇杆
[SerializeField] Transform backGround; //背景
public JoystickEvent OnValueChanged = new JoystickEvent(); //事件 : 摇杆被 拖拽时
public JoystickEvent OnPointerDown = new JoystickEvent(); // 事件: 摇杆被按下时
public JoystickEvent OnPointerUp = new JoystickEvent(); //事件 : 摇杆上抬起时
public bool IsDraging { get { return fingerId != int.MinValue; } } //摇杆拖拽状态
public bool DynamicJoystick //运行时代码配置摇杆是否为动态摇杆
{
set
{
if (dynamic != value)
{
dynamic = value;
ConfigJoystick();
}
}
get
{
return dynamic;
}
}
#region MonoBehaviour functions
private void Awake() => backGroundOriginLocalPostion = backGround.localPosition;
void Update()=>OnValueChanged.Invoke(handle.localPosition / maxRadius);
void OnDisable() => RestJoystick(); //意外被 Disable 各单位需要被重置
#endregion
#region The implement of pointer event Interface
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
{
if (eventData.pointerId < -1 || IsDraging) return; //适配 Touch:只响应一个Touch;适配鼠标:只响应左键
fingerId = eventData.pointerId;
pointerDownPosition = eventData.position;
if (dynamic)
{
pointerDownPosition[2] = eventData.pressEventCamera?.WorldToScreenPoint(backGround.position).z ?? backGround.position.z;
backGround.position = eventData.pressEventCamera?.ScreenToWorldPoint(pointerDownPosition) ?? pointerDownPosition; ;
}
OnPointerDown.Invoke(eventData.position);
}
void IDragHandler.OnDrag(PointerEventData eventData)
{
if (fingerId != eventData.pointerId) return;
Vector2 direction = eventData.position - (Vector2)pointerDownPosition; //得到BackGround 指向 Handle 的向量
float radius = Mathf.Clamp(Vector3.Magnitude(direction), 0, maxRadius); //获取并锁定向量的长度 以控制 Handle 半径
Vector2 localPosition = new Vector2()
{
x = (0 != (activatedAxis & Direction.Horizontal)) ? (direction.normalized * radius).x : 0, //确认是否激活水平轴向
y = (0 != (activatedAxis & Direction.Vertical)) ? (direction.normalized * radius).y : 0 //确认是否激活垂直轴向,激活就搞事情
};
handle.localPosition = localPosition; //更新 Handle 位置
}
void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
{
if (fingerId != eventData.pointerId) return;//正确的手指抬起时才会重置摇杆;
RestJoystick();
OnPointerUp.Invoke(eventData.position);
}
#endregion
#region Assistant functions / fields / structures
void RestJoystick()
{
backGround.localPosition = backGroundOriginLocalPostion;
handle.localPosition = Vector3.zero;
fingerId = int.MinValue;
}
void ConfigJoystick() //配置动态/静态摇杆
{
if (!dynamic) backGroundOriginLocalPostion = backGround.localPosition;
GetComponent<Image>().raycastTarget = dynamic;
handle.GetComponent<Image>().raycastTarget = !dynamic;
}
#if UNITY_EDITOR
private void OnValidate()
{
if (!handle) handle = transform.Find("BackGround/Handle");
if (!backGround) backGround = transform.Find("BackGround");
ConfigJoystick();
}
#endif
private Vector3 backGroundOriginLocalPostion, pointerDownPosition;
private int fingerId = int.MinValue; //当前触发摇杆的 pointerId ,预设一个永远无法企及的值
[System.Serializable] public class JoystickEvent : UnityEvent<Vector2> { }
[System.Flags]
public enum Direction
{
Horizontal = 1 << 0,
Vertical = 1 << 1
}
#endregion
}
}
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