Unity手势,单指移动,双指旋转缩放
Unity手势,单指移动,双指旋转缩放
今天记录一份代码,unity自带的手势做一点简单的入门级的操作
上代码
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 点击屏幕实现缩放与旋转,移动
/// </summary>
public class EasyTouchManager5_Demo : MonoBehaviour
{
private Touch oldTouch1; //上次触摸点1(手指1)
private Touch oldTouch2; //上次触摸点2(手指2)
//这是场景里的文本,我打log用的,不用可以删掉
public Text _text;//****************************
private string text;//****************************
void Update()
{
//没有触摸
if (Input.touchCount <= 0)
{
//Debug.Log("Input.touchCount = 0");
return;
}
单点触摸, 水平上下移动
if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Debug.Log("单点触摸, 水平上下移动");
text = "单点触摸, 水平上下移动";//****************************
_text.text = text;//****************************
var deltaposition = Input.GetTouch(0).deltaPosition;
transform.Translate(new Vector3(deltaposition.x * 0.01f, deltaposition.y * 0.01f, 0f),Space.World);
}
//单点触摸, 水平上下旋转
if (2 == Input.touchCount)
{
Debug.Log("单点触摸, 水平上下旋转 ");
text = "单点触摸, 水平上下旋转";//****************************
_text.text = text;//****************************
Touch touch = Input.GetTouch(0);
Vector2 deltaPos = touch.deltaPosition;
transform.Rotate(Vector3.down * deltaPos.x, Space.World);
transform.Rotate(Vector3.right * deltaPos.y, Space.World);
}
//多点触摸, 放大缩小
Touch newTouch1 = Input.GetTouch(0);
Touch newTouch2 = Input.GetTouch(1);
//第2点刚开始接触屏幕, 只记录,不做处理
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
//计算老的两点距离和新的两点间距离,变大要放大模型,变小要缩放模型
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
//两个距离之差,为正表示放大手势, 为负表示缩小手势
float offset = newDistance - oldDistance;
//放大因子, 一个像素按 0.01倍来算(100可调整)
float scaleFactor = offset / 100f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
//最小缩放到 0.3 倍
if (scale.x > 0.3f && scale.y > 0.3f && scale.z > 0.3f)
{
transform.localScale = scale;
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}
#不过还是有些缺陷的,旋转和缩放会同时进行,后变有时间我再更新一下
提示:脚本挂在被操作物体哦\
2020年9月9日:做了一版更新,解决了双指状态物体闪动的问题
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TouchScreen : MonoBehaviour
{
private Touch oldTouch1; //上次触摸点1(手指1)
private Touch oldTouch2; //上次触摸点2(手指2)
Touch newTouch1;
Touch newTouch2;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//没有触摸
if (Input.touchCount <= 0)
{
return;
}
//单点拖动
else if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
//
var deltaposition = Input.GetTouch(0).deltaPosition;
transform.Translate(new Vector3(deltaposition.x * 0.01f, deltaposition.y * 0.01f, 0f), Space.World);
}
//双指旋转 && 缩放
else if (2 <= Input.touchCount)
{
//Debug.Log("单点触摸, 水平上下旋转 ");
Touch touch = Input.GetTouch(0);
Vector2 deltaPos = touch.deltaPosition;//位置增量
if (Mathf.Abs(deltaPos.x) >=3 || Mathf.Abs(deltaPos.y) >= 3)
{
transform.Rotate(Vector3.down * deltaPos.x, Space.World);//绕y轴旋转
transform.Rotate(Vector3.right * deltaPos.y, Space.World);//绕x轴
}
//缩放
newTouch1 = Input.GetTouch(0);//
newTouch2 = Input.GetTouch(1);
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);//计算两点距离
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);//计算两点距离
float offset = newDistance - oldDistance;
if (Mathf.Abs(offset)>=3)
{
Debug.Log(offset);
//放大因子, 一个像素按 0.01倍来算(100可调整)
float scaleFactor = offset / 100f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
//最小缩放到 0.3 倍 最大1.5倍
if (scale.x > 0.3f && scale.x < 1.5f)
{
transform.localScale = scale;//赋新值
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}
}
}