【发布时间】:2020-03-03 09:43:02
【问题描述】:
我需要有关移动设备轨迹预测方面的帮助。
我可以在 PC 上使用鼠标执行此操作,但我无法使用移动设备上的触摸功能执行此操作。
我有我在开始时复制的点,当我拖动球时,我想计算我的轨迹。
触摸结束后,我会破坏这些点。
正如我所说,我可以使用 Input.GetMouseButton/Up/Down 来做到这一点,但我无法使用触摸功能来做到这一点。
这是我的代码:
private void Update()
{
//if (Input.touchCount > 0)
//{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
startPosition = Input.GetTouch(0).position;
for (int i = 0; i < number; i++)
{
trajectoryDots[i] = Instantiate(trajectoryDot, gameObject.transform);
}
}
if (Input.touchCount > 0)
{
for (int i = 0; i < number; i++)
{
trajectoryDots[i].transform.position = calculatePosition(i * 0.1f);
}
}
if (touch.phase == TouchPhase.Ended)
{
for (int i = 0; i < number; i++)
{
Destroy(trajectoryDots[i]);
}
endPoisiton = Input.GetTouch(0).position;
force = startPosition - endPoisiton;
ballRigid.gravityScale = 1;
ballRigid.velocity = new Vector2(force.x * power, force.y * power);
}
//}
}
private Vector2 calculatePosition(float elapsedTime)
{
return new Vector2(endPoisiton.x, endPoisiton.y) +
new Vector2(force.x * power, force.y * power) * elapsedTime +
0.5f * Physics2D.gravity * elapsedTime * elapsedTime;
}
我用于鼠标输入的代码
if (Input.GetMouseButtonDown(0))
{ //click
startPos = gameObject.transform.position;
for (int i = 0; i < number; i++)
{
trajectoryDots[i] = Instantiate(trajectoryDot, gameObject.transform);
}
}
if (Input.GetMouseButton(0))
{ //drag
endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition) + new Vector3(0, 0, 10);
gameObject.transform.position = endPos;
forceAtPlayer = endPos - startPos;
for (int i = 0; i < number; i++)
{
trajectoryDots[i].transform.position = calculatePosition(i * 0.1f);
}
}
if (Input.GetMouseButtonUp(0))
{ //leave
rigidbody.gravityScale = 1;
rigidbody.velocity = new Vector2(-forceAtPlayer.x * forceFactor, -forceAtPlayer.y * forceFactor);
for (int i = 0; i < number; i++)
{
Destroy(trajectoryDots[i]);
}
}
所以经过一些小的改变之后,它会好得多,我越来越接近我想要的了,我猜仍然有一些小故障,因为 touch.moved 所以当我用手指展示并且只做一些小动作时,球在跳跃屏幕上 这是代码
private void Update()
{
if (Input.touchCount > 0)
{
var touch = Input.GetTouch(0);
switch (touch.phase)
{
case TouchPhase.Began:
initPosition = gameObject.transform.position;
startPosition = cam.ScreenToWorldPoint(touch.position) + new Vector3(0, 0, 10);
for (int i = 0; i < number; i++)
{
trajectoryDots[i] = Instantiate(trajectoryDot, gameObject.transform);
trajectoryDots[i].transform.position = calculatePosition(i * 0.1f);
}
break;
case TouchPhase.Moved:
endPosition = Camera.main.ScreenToWorldPoint(touch.position) + new Vector3(0, 0, 10);
gameObject.transform.position = initPosition;
force = startPosition - endPosition;
for (int i = 0; i < number; i++)
{
trajectoryDots[i].transform.position = calculatePosition(i * 0.1f);
}
break;
case TouchPhase.Ended:
ballRigid.gravityScale = 1;
ballRigid.velocity = new Vector2(force.x * power, force.y * power);
for (int i = 0; i < number; i++)
{
Destroy(trajectoryDots[i]);
}
break;
}
}
}
private Vector2 calculatePosition(float elapsedTime)
{
return new Vector2(initPosition.x, initPosition.y) +
new Vector2(force.x * power, force.y * power) * elapsedTime +
0.5f * Physics2D.gravity * elapsedTime * elapsedTime;
}
好的,我有最终的解决方案,它工作正常
private void Update()
{
if (Input.touchCount > 0)
{
var touch = Input.GetTouch(0);
switch (touch.phase)
{
case TouchPhase.Began:
initPosition = gameObject.transform.position;
startPosition = cam.ScreenToWorldPoint(touch.position) + new Vector3(0, 0, 10);
for (int i = 0; i < number; i++)
{
trajectoryDots[i] = Instantiate(trajectoryDot, gameObject.transform);
trajectoryDots[i].transform.position = calculatePosition(i * 0.1f);
}
break;
case TouchPhase.Ended:
ballRigid.gravityScale = 1;
ballRigid.velocity = new Vector2(force.x * power, force.y * power);
for (int i = 0; i < number; i++)
{
Destroy(trajectoryDots[i]);
}
break;
}
endPosition = Camera.main.ScreenToWorldPoint(touch.position) + new Vector3(0, 0, 10);
gameObject.transform.position = initPosition;
force = startPosition - endPosition;
for (int i = 0; i < number; i++)
{
trajectoryDots[i].transform.position = calculatePosition(i * 0.1f);
}
}
}
private Vector2 calculatePosition(float elapsedTime)
{
return new Vector2(initPosition.x, initPosition.y) +
new Vector2(force.x * power, force.y * power) * elapsedTime +
0.5f * Physics2D.gravity * elapsedTime * elapsedTime;
}
【问题讨论】:
-
你绝对应该保留
if(Input.touchCount > 0)否则GetTouch(0)在没有触摸的情况下抛出异常。然后宁可在触摸阶段使用switch - case!如果您声称它适用于鼠标..您可以添加用于鼠标输入的代码吗? -
那些 cmets 线是的,它只是实验性的,我也在考虑开关盒
标签: c# unity3d mobile game-engine