void OnJoystickMove(MovingJoystick move) { hasDes = false; float joyPositionX = move.joystickAxis.x; float joyPositionY = move.joystickAxis.y; if (move.joystickName == "MoveJoystick") { if (joyPositionY != 0 || joyPositionX != 0) { //设置角色的朝向(朝向当前坐标+摇杆偏移量) Quaternion r = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0); Vector3 dir = r * new Vector3(joyPositionX, 0, joyPositionY); transform.LookAt(new Vector3(transform.position.x + dir.x, transform.position.y, transform.position.z + dir.z)); //移动玩家的位置(按朝向位置移动) //transform.Translate(Vector3.forward * Time.deltaTime * 5); Move(); //移动摄像机 sf.FollowUpdate(); //播放奔跑动画 animator.speed = 2.0f; animator.SetFloat("Speed", 1.0f); } } }
void OnJoystickMove(MovingJoystick move) { hasDes = false; float joyPositionX = move.joystickAxis.x; float joyPositionY = move.joystickAxis.y; if (move.joystickName == "MoveJoystick") { if (joyPositionY != 0 || joyPositionX != 0) { //设置角色的朝向(朝向当前坐标+摇杆偏移量) Quaternion r = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0); Vector3 dir = r * new Vector3(joyPositionX, 0, joyPositionY); transform.LookAt(new Vector3(transform.position.x + dir.x, transform.position.y, transform.position.z + dir.z)); //移动玩家的位置(按朝向位置移动) transform.Translate(Vector3.forward * Time.deltaTime * 5); //移动摄像机 sf.FollowUpdate(); //播放奔跑动画 animator.speed = 2.0f; animator.SetFloat("Speed", 1.0f); } } //else if (move.joystickName == "RotJoystick") //{ // if (joyPositionY != 0 || joyPositionX != 0) // { // sf.rotate += joyPositionX*2; // if (sf.rotate < -180.0f) // sf.rotate += 360.0f; // if (sf.rotate > 180.0f) // sf.rotate -= 360.0f; // sf.height -= joyPositionY; // if (sf.height < .5f) // sf.height = .5f; // if (sf.height > 15.0f) // sf.height = 15.0f; // } //} }