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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 facin...

你可以在 End 和 Canceled 两个阶段里面添加判断,如果没有触摸到角色,则进行移动操作。具体代码如下:

case TouchPhase.Ended:
case TouchPhase.Canceled:
    if (currentCircle != null)
        Destroy(currentCircle);

    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);
        targetPosition = targetPos;

        if (currentCoroutine != null)
            StopCoroutine(currentCoroutine);

        currentCoroutine = StartCoroutine(MoveToTarget());
    }
    break;

你也可以将这部分代码单独提取成一个方法,这样能够增强代码的可读性和复用性。完整代码如下:

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 targetPosition; // 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
                        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);

                    HandleTouchEndedOrCanceled(touch);
                    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);
            targetPosition = targetPos;

            if (currentCoroutine != null)
                StopCoroutine(currentCoroutine);

            currentCoroutine = StartCoroutine(MoveToTarget());
        }
    }

    IEnumerator MoveToTarget()
    {
        float moveSpeed = 5f; // 固定速度为5米/秒
        float bufferDistance = 0.1f; // 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;
    }
}

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