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[英]Unity 3D Input.GetAxis("Horizontal"); not working
[英]UNITY 2d Convert Input.GetAxis(“Horizontal”) to Touch Drag with Width Control
public float speed = 15f;
public float mapWidth = 5f;
private Rigidbody2D rb;
private void FixedUpdate()
{
float x = Input.GetAxis("Horizontal") * Time.fixedDeltaTime * speed;
Vector2 newPosition = rb.position + Vector2.right * x;
newPosition.x = Mathf.Clamp(newPosition.x, -mapWidth, mapWidth);
rb.MovePosition(newPosition);
}
在MOBILE的觸摸式控制中,如何更改FixedUpdate()中的代碼。 因此,當我拖動對象(我的播放器)時,它將僅沿水平軸移動,但! 它不會超出攝像機的范圍,而且不會像此代碼中那樣可控制寬度。 如果mapWidth中的數字較高,則只會向左和向右移動一點。
這個問題的答案顯示了如何使用WorldToViewportPoint
在屏幕上移動對象和應用邊界。
您可以通過在Input.GetAxis("Horizontal")
下添加Input.touches.deltaPosition.x
和Input.touches.deltaPosition.y
來為其添加觸摸支持。
添加邊界和輸入支持后,其外觀應如下所示:
public float speed = 100;
public Rigidbody2D rb;
public void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
//Add touch support
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Touch touch = Input.touches[0];
h = touch.deltaPosition.x;
v = touch.deltaPosition.y;
}
//Move only if we actually pressed something
if ((h > 0 || v > 0) || (h < 0 || v < 0))
{
Vector3 tempVect = new Vector3(h, v, 0);
tempVect = tempVect.normalized * speed * Time.deltaTime;
//rb.MovePosition(rb.transform.position + tempVect);
Vector3 newPos = rb.transform.position + tempVect;
checkBoundary(newPos);
}
}
void checkBoundary(Vector3 newPos)
{
//Convert to camera view point
Vector3 camViewPoint = Camera.main.WorldToViewportPoint(newPos);
//Apply limit
camViewPoint.x = Mathf.Clamp(camViewPoint.x, 0.04f, 0.96f);
camViewPoint.y = Mathf.Clamp(camViewPoint.y, 0.07f, 0.93f);
//Convert to world point then apply result to the target object
Vector3 finalPos = Camera.main.ViewportToWorldPoint(camViewPoint);
rb.MovePosition(finalPos);
}
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