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
在这里插入图片描述

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;
            }
          
        }
    }
}
posted @ 2022-06-22 18:06  哒哒哒~~~  阅读(164)  评论(0编辑  收藏  举报