Unity中用触摸控制物体旋转和放大
2016-03-11 10:06
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using UnityEngine;
using System.Collections;
using System.IO;
public class ScaleAndRotate : 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 Start()
{
}
void Update () {
//没有触摸
if ( Input.touchCount <= 0 ){
return;
}
//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;
}
}
using System.Collections;
using System.IO;
public class ScaleAndRotate : 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 Start()
{
}
void Update () {
//没有触摸
if ( Input.touchCount <= 0 ){
return;
}
//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;
}
}
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