Unity触摸控制旋转缩放

来源:互联网 发布:炒股是哪个软件 编辑:程序博客网 时间:2024/06/09 19:54
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)
    public Transform Tank;
void Start()
{


}



// void Update()
// {
// if (Input.GetMouseButton (0)) {
// transform.Rotate (-Vector3.up, Space.Self);
// }
// }




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 ){


            GameObject ARCamera = GameObject.Find("ARCamera/Camera");
Touch touch = Input.GetTouch (0);
Vector2 deltaPos = touch.deltaPosition;
transform.Rotate (Vector3.down * deltaPos.x, Space.Self);
// transform.Rotate(-Vector3.right * deltaPos.y , Space.World);
            ARCamera.transform.LookAt(Tank);
}


//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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