好的,修改后的代码如下:
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 targetPos; //目标位置
private bool facingRight = true; // 是否面向右侧
Coroutine currentCoroutine;
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
return;
else
currentCircle = Instantiate(circlePrefab, transform.position, Quaternion.identity);
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;
currentCircle.transform.position = touchPos;
}
break;
case TouchPhase.Ended:
case TouchPhase.Canceled:
if (currentCircle != null)
Destroy(currentCircle);
Collider2D col = GetComponent<Collider2D>();
Vector2 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
if (col == Physics2D.OverlapPoint(touchPos)) //如果结束时还在角色身上,则直接返回,不进行移动操作
return;
targetPos = touchPos; //将屏幕坐标转换为世界坐标,作为目标位置
targetPos.z = 0;
if (currentCoroutine != null)
StopCoroutine(currentCoroutine);
currentCoroutine = StartCoroutine(MoveToTarget());
break;
}
}
}
bool IsTouchedOnPlayer(Vector2 touchPos)
{
Collider2D col = GetComponent<Collider2D>();
return col == Physics2D.OverlapPoint(touchPos); //如果触摸点在角色collider范围内,则认为触摸在角色身上
}
IEnumerator MoveToTarget()
{
float moveSpeed = 5f; // 固定速度为5米/秒
float bufferTime = 0.1f; // 缓冲时间为0.5秒
Vector3 targetDir;
while (Vector3.Distance(transform.position, targetPos) > 0.1f)
{
targetDir = (targetPos - transform.position).normalized; // 计算目标方向
if (targetDir.x > 0 && !facingRight)
{
Flip();
}
else if (targetDir.x < 0 && facingRight)
{
Flip();
}
if (Vector3.Distance(transform.position, targetPos) < bufferTime * moveSpeed)
{
transform.position = targetPos;
yield break;
}
transform.position = Vector3.MoveTowards(transform.position, targetPos, moveSpeed * Time.deltaTime);
yield return null;
}
}
void Flip()
{
facingRight = !facingRight;
Vector3 scale = transform.localScale;
scale.x *= -1;
transform.localScale = scale;
}
}
需要注意的是,修改判断条件后,不再需要使用Vector2.Distance函数计算距离。同时,在End和Cancel状态下,都需要进行角色collider2d的检测。