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手机App外包创立步骤:
点击菜单栏的Tools->Hedgehog Team->Easy Touch->Extensions->Add a new Joystick 完成以上骤,此时就会在Game试图左下角看到创立了虚拟遥感的实例。
这里写图片描绘
这里写图片描绘
属性面板的组件预览
这里写图片描绘
属性面板组件参数
joystick properties
这里写图片描绘
Joystick properties下的Joystick name的命名很重要(名字要设置好,脚本代码能够依据这个名字找到是哪个摇杆触发的),等下脚本要用到它。
joystick position & size
这里写图片描绘
joystick axes properties & events
这里写图片描绘
Interaction type(事情驱动类型)选择Event Notification。
joystick textures
这里写图片描绘
参数Speed,控制的是摇杆的x,y轴向的灵活度,都改为1即可。
以上设置完成后,我们新建一个脚本Move.cs
添加如下代码。
using UnityEngine;
using System.Collections;
public class Move : MonoBehaviour {
void OnEnable()
{
EasyJoystick.On_JoystickMove += OnJoystickMove;
}
// 此函数是摇杆挪动中所要处置的事
void OnJoystickMove(MovingJoystick move)
{
if (move.joystickName != "new joystick") // 在这里的名字new joystick 就是上面所说的很重要的名字,在上面图片中joystickName的你修正了什么名字,这里就要写你修正的好的名字(不然脚本不起作用)。
{
return;
}
float PositionX = move.joystickAxis.x; // 获取摇杆偏移摇杆中心的x坐标
float PositionY = move.joystickAxis.y; // 获取摇杆偏移摇杆中心的y坐标
if (PositionY != 0 || PositionX != 0)
{ // 设置控制角色或物体方块的朝向(当前坐标+摇杆偏移量)
transform.LookAt(new Vector3(transform.position.x + PositionX, transform.position.y, transform.position.z + PositionY));
// 挪动角色或物体的位置(按其所朝向的位置挪动)
transform.Translate(Vector3.forward * Time.deltaTime * 25);
}
}
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}
把此脚本放到需求用摇杆控制的物体上,即可完成摇杆控制物体挪动。
App开发培训实例一
场景里放一个cube,当我用一根手指在屏幕上滑动的时分,我需求cube旋转;当我对它拖拽时,需求它跟着手指挪动;当我用两根手指滑动时相机平面挪动;当我双指向内捏或者向外拉时相机拉近或远。
这里写图片描绘
1.首先添加 easytouch游戏对象,它自身有许多设置选项,我大约过了一下,然后,啥也没记住。
这个简易demo里也不需求修正什么。
2.创立cube
3.创立脚本,并挂给cube
4.编写脚本
这里写图片描绘
这是easytouch中订阅事情的办法,EasyTouch下定义了各品种型的事情,我们只需求编写相应处置办法,然后+=订阅。在OnEnable中订阅,在OnDisable和OnDestroy中取消订阅。办法要传一个Gesture类型的参数,包含了手势的数据。
我的EasyTouchTest
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HedgehogTeam.EasyTouch;
using UnityEngine.UI;
public class EasyTouchTest : MonoBehaviour {
public Button BtnReset;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnEnable() {
EasyTouch.On_Swipe += On_Swipe;
EasyTouch.On_Drag += On_Drag;
EasyTouch.On_Swipe2Fingers += On_Swipe2Fingers;
EasyTouch.On_Pinch += On_Pinch;
BtnReset.onClick.AddListener(ResetScene);
}
void OnDisable() {
EasyTouch.On_Swipe -= On_Swipe;
EasyTouch.On_Drag -= On_Drag;
EasyTouch.On_Swipe2Fingers -= On_Swipe2Fingers;
EasyTouch.On_Pinch -= On_Pinch;
BtnReset.onClick.RemoveListener(ResetScene);
}
void OnDestroy() {
EasyTouch.On_Swipe -= On_Swipe;
EasyTouch.On_Drag -= On_Drag;
EasyTouch.On_Swipe2Fingers -= On_Swipe2Fingers;
EasyTouch.On_Pinch -= On_Pinch;
BtnReset.onClick.RemoveListener(ResetScene);
}
/// <summary>
/// 重置cube和相机
/// </summary>
void ResetScene() {
transform.position = Vector3.zero;
transform.rotation = Quaternion.Euler(Vector3.zero);
Camera.main.transform.position = new Vector3(0, 0, -10);
}
/// <summary>
/// 滑动使cube旋转
/// </summary>
/// <param name="ges"></param>
void On_Swipe(Gesture ges) {
Vector3 vec = new Vector3(ges.deltaPosition.y, ges.deltaPosition.x, 0);
transform.Rotate(vec ,Space.World);
}
/// <summary>
/// 拖拽挪动cube
/// </summary>
/// <param name="ges"></param>
void On_Drag(Gesture ges) {
if (ges.pickedObject == gameObject) {
transform.position = ges.GetTouchToWorldPoint(10);//相机z=-10 cube 0
}
}
/// <summary>
/// 双指滑动 平面挪动相机
/// </summary>
/// <param name="ges"></param>
void On_Swipe2Fingers(Gesture ges) {
Camera.main.transform.Translate(new Vector3(-ges.deltaPosition.x, -ges.deltaPosition.y, 0));
}
/// <summary>
/// 拉近拉远相机
/// </summary>
/// <param name="ges"></param>
void On_Pinch(Gesture ges) {
Camera.main.transform.Translate(new Vector3(0, 0, ges.deltaPinch));
}
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}
参数还需求调整,但之前的小目的是完成了,由于容易一下子就把我的小Cube弄不见了,我就添加了一个复位按钮。
摇杆
剩下的我比拟感兴味的也就是摇杆了,毕竟这个东西挺常用,而且,假如你说要让我本人从头做一个,我还是觉得挺懵逼的···
右键EasyTouchControls->Joystick创立一个摇杆
常用的设置可能也就是Type,决议了摇杆是动态的还是静态的,静态就是坐标固定,动态的话当手指分开屏幕,摇杆会消逝,手触摸的时分在手指触摸的坐标生成摇杆。
设为动态时能够选择摇杆区域全屏,半屏,还能够自定义区域。
摇杆的值
Debug.Log(ETCInput.GetAxis(“Horizontal”)+”,”+ ETCInput.GetAxis(“Vertical”));
easytouch真的非常强大便当易上手,并且跟UGUI没有什么抵触。更多的功用只要在实践运用中去研讨了。
常州网站开发培训实例二
摇杆控制人物挪动
创立虚拟摇杆:
这里写图片描绘
这里写图片描绘
好了,开端运用EasyTouch5完成角色的转向:
如下设置虚拟摇杆参数:
这里写图片描绘
这里写图片描绘
完成角色转动,效果:
这里写图片描绘
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以上是虚拟摇杆简单的应用,下面我们将完成角色第一人称的挪动&转向:
这里写图片描绘
这里写图片描绘
好了,第一人称视角的挪动+转向完成!如今经过摇杆控制角色挪动,相时机跟随在角色背后。
接着是第三人称视角:
这里写图片描绘
只需求将Turn&Move 选项勾选上,即可控制人物挪动&转向。
完成!哈哈,是不是好简单。完整不用接触代码层面,直接经过视图面板设置,这最合适初学者不过。但是没有接触过,或者只是运用过旧版的人可能就一头雾水了。
实例三
RPG类的游戏的摇杆控制人物挪动
1、以下是EasyTouch插件的运用步骤:
1.import“EasyTouch”资源包
2.创立空物体,命名为EasyTouch(当然你也能够改成其他名字)
3.添加EasyTouch.cs脚本在刚刚创立的空物体(EasyTouch)上
4.选择改物体但不要将BroadcastMessages勾选
5.创立一个新的C#脚本,命名MyFirstTouch,然后添加以下办法
void OnEnable(){
EasyTouch.On_TouchStart += On_TouchStart;
}
// Unsubscribe
void OnDisable(){
EasyTouch.On_TouchStart -= On_TouchStart;
}
// Unsubscribe
void OnDestroy(){
EasyTouch.On_TouchStart -= On_TouchStart;
}
// Touch start event
public void On_TouchStart(Gesture gesture){
Debug.Log( “Touch in ” + gesture.position);
}
6.再创立一个空物体,命名为Receiver
7.将MyFirstTouch脚本添加到空物体Receiver上
8.运转并且点击遥感,会发现控制台打印了当前按下的坐标
2、依据官方的这些提示,本人来做一个属于本人的人物遥感控制
1.导入EasyTouch3资源包
2.做好前期准备,包括人物模型、地形的创立
3.添加JoyStick实例:HedgehogTeam->EasyTouch->Extensions->Add a new Joystick。此时就会在左下角创立虚拟遥感实例
这里写图片描绘
5 .创立脚本MoveController.cs用来接纳遥感事情控制角色的挪动
using UnityEngine;
using System.Collections;
public class MoveController : MonoBehaviour {
void OnEnable()
{
EasyJoystick.On_JoystickMove += OnJoystickMove;
EasyJoystick.On_JoystickMoveEnd += OnJoystickMoveEnd;
}
//挪动摇杆完毕
void OnJoystickMoveEnd(MovingJoystick move)
{
//中止时,角色恢复idle
if (move.joystickName == "MoveJoystick")
{
animation.CrossFade("idle");
}
}
//挪动摇杆中
void OnJoystickMove(MovingJoystick move)
{
if (move.joystickName != "MoveJoystick")
{
return;
}
//获取摇杆中心偏移的坐标
float joyPositionX = move.joystickAxis.x;
float joyPositionY = move.joystickAxis.y;
if (joyPositionY != 0 || joyPositionX != 0)
{
//设置角色的朝向(朝向当前坐标+摇杆偏移量)
transform.LookAt(new Vector3(transform.position.x + joyPositionX, transform.position.y, transform.position.z + joyPositionY));
//挪动玩家的位置(按朝向位置挪动)
transform.Translate(Vector3.forward * Time.deltaTime * 5);
//播放奔跑动画
animation.CrossFade("run");
}
}
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}
6.创立点击按钮
点击HedgehogTeam->EasyTouch->Extensions->Create a new Button,会在屏幕右下角创立一个button
然后调理面板参数:
代码添加跟Unity中Button按钮添加办法相似。
最后附上研讨的EasyTouch3.1.6 API
EasyTouch.On_TouchStart
函数作用:在点击的时分触发
运用例子:
public void On_TouchStart(Gesture gesture)
{
// Verification that the action on the object
if (gesture.pickObject == gameObject)
gameObject.GetComponent().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
EasyTouch.On_TouchDown
企业培训函数作用:在按下的时分触发
运用例子:
{
// Verification that the action on the object
if (gesture.pickObject == gameObject)
textMesh.text = “Down since :” + gesture.actionTime.ToString(“f2”);
}
EasyTouch.On_TouchUp
函数作用:在松开的时分触发
运用例子:
public void On_TouchUp(Gesture gesture)
{
// Verification that the action on the object
if (gesture.pickObject == gameObject)
{
gameObject.GetComponent().material.color = new Color( 1f,1f,1f);
textMesh.text =”Touch Start/Up”;
}
}
EasyTouch.On_DoubleTap
函数作用:在双击的时分触发
运用例子:
private void On_DoubleTap( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
}
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EasyTouch.On_SimpleTap
函数作用:在普通的点击时分触发
运用例子:
private void On_SimpleTap( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
}
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EasyTouch.On_LongTapStart
函数作用:在长点击的时分触发
运用例子:
private void On_LongTapStart( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject==gameObject){
gameObject.GetComponent<Renderer>().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
}
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EasyTouch.On_LongTap
函数作用:在长点击期间的时分触发
运用例子:
private void On_LongTap( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject==gameObject){
textMesh.text = gesture.actionTime.ToString("f2");
}
}
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EasyTouch.On_LongTapEnd
函数作用:在长点击完毕的时分触发
运用例子:
private void On_LongTapEnd( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject==gameObject){
gameObject.GetComponent<Renderer>().material.color = Color.white;
textMesh.text="Long tap";
}
}
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EasyTouch.On_Drag
函数作用:在拖拽期间的时分触发
常州软件技术培训运用例子:
void On_Drag(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
// the world coordinate from touch for z=5
Vector3 position = gesture.GetTouchToWordlPoint(5);
transform.position = position - deltaPosition;
// Get the drag angle
float angle = gesture.GetSwipeOrDragAngle();
textMesh.text = gesture.swipe.ToString() + " / angle :" + angle.ToString("f2");
}
}
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EasyTouch.On_DragStart
函数作用:在拖拽开端的时分触发
运用例子:
void On_DragStart( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
// the world coordinate from touch for z=5
Vector3 position = gesture.GetTouchToWordlPoint(5);
deltaPosition = position - transform.position;
}
}
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EasyTouch.On_DragEnd
函数作用:在拖拽完毕的时分触发
运用例子:
void On_DragEnd(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
transform.position= new Vector3(3f,1.8f,-5f);
gameObject.GetComponent<Renderer>().material.color = Color.white;
textMesh.text="Drag me";
}
}
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EasyTouch.On_TouchStart2Fingers
函数作用:按住Ctrl然后点击的时分触发
运用例子:
void On_TouchStart2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
}
EasyTouch.On_TouchDown2Fingers
函数作用:按住Ctrl然后按下的时分触发
运用例子:
void On_TouchDown2Fingers(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
textMesh.text = "Down since :" + gesture.actionTime.ToString("f2");
}
}
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EasyTouch.On_TouchUp2Fingers
函数作用:按住Ctrl然后松开的时分触发
运用例子:
void On_TouchUp2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = Color.white;
textMesh.text ="Touch Start/Up";
}
}
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EasyTouch.On_Cancel2Fingers
函数作用:按住Ctrl然后取消的时分触发
运用例子:
void On_Cancel2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = Color.white;
textMesh.text ="Touch Start/Up";
}
}
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EasyTouch.On_SimpleTap2Fingers
函数作用:按住Ctrl然后普通点击的时分触发
运用常州平台运营例子:
void On_SimpleTap2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
}
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EasyTouch.On_DoubleTap2Fingers
函数作用:按住Ctrl然后双击的时分触发
运用例子:
void On_DoubleTap2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
}
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EasyTouch.On_LongTapStart2Fingers
函数作用:按住Ctrl然后长点击的时分触发
运用例子:
void On_LongTapStart2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
}
}
EasyTouch.On_LongTap2Fingers
函数作用:按住Ctrl然后长点击的期间的时分触发
运用例子:
void On_LongTap2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
textMesh.text = gesture.actionTime.ToString(“f2”);
}
}
EasyTouch.On_LongTapEnd2Fingers
函数作用:按住Ctrl然后长点击完毕的时分触发
运用例子:
void On_LongTapEnd2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent().material.color = new Color(1f,1f,1f);
textMesh.text=”Long tap”;
}
}
EasyTouch.On_Cancel2Fingers
函数作用:按住Ctrl然后长点击取消的时分触发
运用例子:
void On_Cancel2Fingers(Gesture gesture){
gameObject.GetComponent().material.color = new Color(1f,1f,1f);
textMesh.text=”Long tap”;
}
EasyTouch.On_PinchIn
函数作用:按住Next然后拖动的时分触发,减少
运用例子:
// At the 2 fingers touch beginning
private void On_TouchStart2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
// disable twist gesture recognize for a real pinch end
EasyTouch.SetEnableTwist( false);
EasyTouch.SetEnablePinch( true);
}
}
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private void On_PinchIn(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
float zoom = Time.deltaTime * gesture.deltaPinch;
Vector3 scale = transform.localScale ;
transform.localScale = new Vector3( scale.x - zoom, scale.y -zoom, scale.z-zoom);
textMesh.text = "Delta pinch : " + gesture.deltaPinch.ToString();
}
}
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EasyTouch.On_PinchOut
常州微信公众平台函数作用:按住Next然后拖动的时分触发,扩展
运用例子:
private void On_PinchOut(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
float zoom = Time.deltaTime * gesture.deltaPinch;
Vector3 scale = transform.localScale ;
transform.localScale = new Vector3( scale.x + zoom, scale.y +zoom,scale.z+zoom);
textMesh.text = "Delta pinch : " + gesture.deltaPinch.ToString();
}
}
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EasyTouch.On_PinchEnd
函数作用:按住Next然后拖动完毕的时分触发
运用例子:
private void On_PinchEnd(Gesture gesture){
if (gesture.pickObject == gameObject){
transform.localScale =new Vector3(1.7f,1.7f,1.7f);
EasyTouch.SetEnableTwist( true);
textMesh.text="Pinch me";
}
}
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EasyTouch.On_Twist
函数作用:按住Next然后旋转的时分触发
运用例子:
// At the 2 fingers touch beginning
void On_TouchStart2Fingers( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
EasyTouch.SetEnablePinch( false);
EasyTouch.SetEnableTwist( true);
}
}
// during the txist
void On_Twist( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
transform.Rotate( new Vector3(0,0,gesture.twistAngle));
textMesh.text = "Delta angle : " + gesture.twistAngle.ToString();
}
}
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EasyTouch.On_TwistEnd
函数作用:按住Next然后旋转完毕的时分触发
运用例子:
void On_TwistEnd( Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
EasyTouch.SetEnablePinch( true);
transform.rotation = Quaternion.identity;
textMesh.text ="Twist me";
}
}
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EasyTouch.On_Drag2Fingers
常州微信小程序开发函数作用:按住Ctrl然后拖动的时分触发
运用例子:
// At the drag beginning
void On_DragStart2Fingers(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
gameObject.GetComponent<Renderer>().material.color = new Color( Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
Vector3 position = gesture.GetTouchToWordlPoint( 5);
deltaPosition = position - transform.position;
}
}
// During the drag
void On_Drag2Fingers(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
Vector3 position = gesture.GetTouchToWordlPoint( 5);
transform.position = position - deltaPosition;
float angles = gesture.GetSwipeOrDragAngle();
textMesh.text = gesture.swipe.ToString() + " / angle :" + angles.ToString("f2");
}
}
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EasyTouch.On_DragEnd2Fingers
函数作用:按住Ctrl然后拖动完毕的时分触发
运用例子:
// At the drag end
void On_DragEnd2Fingers(Gesture gesture){
// Verification that the action on the object
if (gesture.pickObject == gameObject){
transform.position=new Vector3(2.5f,-0.5f,-5f);
gameObject.GetComponent<Renderer>().material.color = new Color(1f,1f,1f);
textMesh.text="Drag me";
}
}
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Joystick.On_Manual
函数作用:手动摇杆,参数是Vecotr2
运用例子:
Joystick.On_Manual(new Vector2(Input.GetAxis (“Horizontal”), Input.GetAxis(“Vertical”)));
EasyJoystick.On_JoystickMove
函数作用:挪动的时分触发
运用例子:
void On_JoystickMove( MovingJoystick move){
float angle = move.Axis2Angle(true);
transform.rotation = Quaternion.Euler( new Vector3(0,angle,0));
transform.Translate( Vector3.forward * move.joystickValue.magnitude * Time.deltaTime);
model.GetComponent<Animation>().CrossFade("Run");
}
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EasyJoystick.On_JoystickMoveEnd
函数作用:挪动完毕的时分触发
运用例子:
void On_JoystickMoveEnd (MovingJoystick move)
{
model.GetComponent().CrossFade(“idle”);
}
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