unity角色触摸转向

1、挂载脚本到角色的父物体A上

2 、以屏幕左边的触摸为移动,右边为转向操作

3、加载角色时,将角色的父物体设置为A,须将角色的位置和角度置0

在这里插入图片描述

在这里插入图片描述

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TouchMove : MonoBehaviour
{
   
    public float x = 189f;
    public float y = 1f;
    public float z = 562f;
    [SerializeField]
    private Transform camera;
    public float dx = 2;
    public float dy = 14;
    public float dz = -10;
    public int speed = 8;
    public int roteSpeed = 45;

    public Vector3 dretOne = Vector3.zero;
    public bool if_move = false;
    public bool if_rote = false;

    Vector2 deltaPos = Vector2.zero;

    int roteDirt =0;

    public int screenWidth = Screen.width;
    public int screenHeight = Screen.height;

    // Start is called before the first frame update
    void Start()
    {
   

    }

    // Update is called once per frame
    void Update()
    {
   

        if (Input.touchCount == 1)
        {
   
            Touch touch = Input.GetTouch(0);
         if (touch.position.x < screenWidth / 2)
            {
   
                checkMove(touch);
            }else if(touch.position.x > screenWidth / 2)
            {
   
                checkRote(touch);
            }
 
  
        } else if (Input.touchCount > 1)
        {
   
            Touch touch1 = Input.GetTouch(0);
            Touch touch2 = Input.GetTouch(1);
            if (touch1.position.x < screenWidth / 2)
            {
   
                checkMove(touch1);
            }
            else if (touch1.position.x > screenWidth / 2)
            {
   
                checkRote(touch1);
            }

            if (touch2.position.x < screenWidth / 2)
            {
   
                checkMove(touch2);
            }
            else if (touch2.position.x > screenWidth / 2)
            {
   
                checkRote(touch2);
            }
        }
        if (if_move)
        {
   
            Move();
        }
        if (if_rote)
        {
   
            Rote();
        }
        //CameraLook();

    }

    void checkRote(Touch touch)
    {
   
        if (touch.phase == TouchPhase.Began)
        {
   
            Debug.Log("Touch began");
            if_rote = true;
            Debug.Log("触碰位置:" + touch.position);
        }
       else if (touch.phase == TouchPhase.Moved  )
        {
   

            deltaPos = touch.deltaPosition;
            if (Math.Abs(deltaPos.x) > 2  )
            {
   
                if(deltaPos.x<0)
                {
   
                    roteDirt = -1;
                }
                else
                {
   
                    roteDirt =  1;
                }
            }
 
            Debug.Log("Touch moved:" + deltaPos);
        }
        else if (touch.phase == TouchPhase.Ended)
        {
   
            Debug.Log("Touch ended");
            if_rote = false;
            roteDirt = 0;
        }
    }
    void checkMove(Touch touch)
    {
   
        deltaPos = touch.deltaPosition;
        if (touch.phase == TouchPhase.Began)
        {
   
            Debug.Log("Touch began");
            if_move = true;
            Debug.Log("触碰位置:" + touch.position);
        }
        if (touch.phase == TouchPhase.Moved )
        {
   

            if (Math.Abs(deltaPos.x) > 2 || Math.Abs(deltaPos.y) > 2)
            {
   
                dretOne = new Vector3(deltaPos.x, 0, deltaPos.y).normalized;

            }


            Debug.Log("Touch moved:" + deltaPos);
        }
        else if (touch.phase == TouchPhase.Ended)
        {
   
            Debug.Log("Touch ended");
            if_move = false;
            dretOne = Vector3.zero;
        }
    }

    void Rote()
    {
   
        transform.Rotate(Vector3.up * roteDirt*roteSpeed * Time.deltaTime, Space.Self);
        
    }
    void Move()
    {
   
 
        transform.localPosition += dretOne * Time.deltaTime * speed;
    }

    public void BackBtn()
    {
   
        transform.position = new Vector3(x, y, z);
    }

    void CameraLook()
    {
   
        camera.position = transform.position + new Vector3(dx, dy, dz);
    }
}

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