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);
}
如何更改 FixedUpdate()中的代码位于 MOBILE的触控中。因此,当我拖动对象(我的播放器)时,它将仅在水平轴上跟随但是!它不会脱离相机的边界,但也会像这段代码那样可控宽度。如果mapWidth中的数字很高,它只会左右移动。
答案 0 :(得分:0)
this问题的答案显示了如何使用WorldToViewportPoint
移动对象并在屏幕上应用边界。
您可以在Input.touches.deltaPosition.x
下添加Input.touches.deltaPosition.y
和Input.GetAxis("Horizontal")
,为其添加触控支持。
添加了边界和输入支持,下面是它应该是这样的:
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);
}