using UnityEngine; using System.Collections;
public class PlayerController1 : MonoBehaviour {
public GameObject circlePrefab; // 光圈预制体,需要提前准备好
private GameObject currentCircle; // 当前生成的光圈
private Vector3 targetPosition; // 目标位置
private bool facingRight = true; // 是否面向右侧
Coroutine currentCoroutine;
[Header("Movement Bounds")]
public float minX;
public float maxX;
public float minY;
public float maxY;
void Update()
{
if (Input.touchCount > 0) // 检测是否有触摸事件发生
{
Touch touch = Input.GetTouch(0); // 获取第一个触点的信息
switch (touch.phase)
{
case TouchPhase.Began:
if (IsTouchedOnPlayer(touch.position)) // 如果触摸到角色,则在角色脚下生成光圈,并返回,不进行移动操作
{
currentCircle = Instantiate(circlePrefab, transform.position, Quaternion.identity);
return;
}
break;
case TouchPhase.Moved:
if (currentCircle != null) // 如果有光圈,则在手指移动的位置生成另外一个光圈(不移动角色)
{
Vector3 touchPos = Camera.main.ScreenToWorldPoint(touch.position); // 将屏幕坐标转换为世界坐标
touchPos.z = 0;
touchPos.x = Mathf.Clamp(touchPos.x, minX, maxX);
touchPos.y = Mathf.Clamp(touchPos.y, minY, maxY);
currentCircle.transform.position = touchPos;
}
break;
case TouchPhase.Ended:
if (currentCircle != null)
{
HandleTouchEndedOrCanceled(touch);
Destroy(currentCircle);
}
break;
case TouchPhase.Canceled:
break;
}
}
}
private bool IsTouchedOnPlayer(Vector2 screenPosition)
{
Vector2 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
Collider2D[] colliders = GetComponents<Collider2D>();
foreach (var collider in colliders)
{
if (collider.OverlapPoint(worldPosition))
{
return true;
}
}
return false;
}
void HandleTouchEndedOrCanceled(Touch touch)
{
if (!IsTouchedOnPlayer(touch.position)) // 如果结束时没有在角色身上,则将屏幕坐标转换为世界坐标,作为目标位置
{
Vector2 targetPos = Camera.main.ScreenToWorldPoint(touch.position);
targetPos.x = Mathf.Clamp(targetPos.x, minX, maxX);
targetPos.y = Mathf.Clamp(targetPos.y, minY, maxY);
targetPosition = targetPos;
if (currentCoroutine != null)
StopCoroutine(currentCoroutine);
currentCoroutine = StartCoroutine(MoveToTarget());
}
}
IEnumerator MoveToTarget()
{
float moveSpeed = 2.5f; // 固定速度为5米/秒
float bufferDistance = 0.01f; // 缓冲距离为0.1米
Vector3 targetDirection;
while (Vector3.Distance(transform.position, targetPosition) > bufferDistance)
{
if (transform.position == targetPosition) // 如果已经到达目标位置,则退出协程
yield break;
targetDirection = (targetPosition - transform.position).normalized; // 计算目标方向
if (targetDirection.x > 0 && !facingRight)
{
Flip();
}
else if (targetDirection.x < 0 && facingRight)
{
Flip();
}
if (Vector3.Distance(transform.position, targetPosition) < moveSpeed * Time.deltaTime)
{
transform.position = targetPosition;
yield break;
}
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
yield return null;
}
}
void Flip()
{
facingRight = !facingRight;
Vector3 scale = transform.localScale;
scale.x *= -1;
transform.localScale = scale;
}
}