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Unity 移动端简单手势控制(移动 旋转 缩放)

时间:2023-11-02 23:05:46

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Unity  移动端简单手势控制(移动 旋转 缩放)

using UnityEngine;using System.Collections;using System.IO;/// <summary>/// 点击屏幕实现缩放与旋转,移动/// </summary>public class FingerTouch : 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) void Update(){//没有触摸 if (Input.touchCount <= 0){return;}//单点触摸, 水平上下移动if (Input.touchCount ==1&& Input.GetTouch(0).phase == TouchPhase.Moved){var deltaposition = Input.GetTouch(0).deltaPosition;transform.Translate(-deltaposition.x * 0.1f, 0f, -deltaposition.y * 0.1f);}//单点触摸, 水平上下旋转 if (1 == Input.touchCount){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;}}

.09.18

考虑到在移动端界面上可能有大量的UI ,上述方法在点击到UI的时候照样会触发移动旋转缩放等相关功能,所以多上述方法进行了部分修改以及修改了一个bug。

public class FingerTouch : MonoBehaviour{private float minScale = 0.3f;private float maxScale = 3f;private Touch oldTouch1; //上次触摸点1(手指1) private Touch oldTouch2; //上次触摸点2(手指2) void Update(){//没有触摸 if (Input.touchCount <= 0){return;}//单点触摸, 水平上下移动if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved){ //EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)为true表示点到了UIif (!EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)){var deltaposition = Input.GetTouch(0).deltaPosition;transform.Translate(-deltaposition.x * 0.1f, 0f, -deltaposition.y * 0.1f);}}//单点触摸, 水平上下旋转 if (1 == Input.touchCount){if (!EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)){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 = newTouch1;Debug.Log(Input.touchCount);if (Input.touchCount == 2){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);if (!EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)&& !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(1).fingerId)){//最小缩放到 0.3 倍 ,最大放大到 3 倍if (scale.x > minScale && scale.y > minScale && scale.z > minScale && scale.x < maxScale && scale.y < maxScale && scale.z < maxScale){transform.localScale = scale;}//记住最新的触摸点,下次使用 oldTouch1 = newTouch1;oldTouch2 = newTouch2;}}}}

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