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- using UnityEngine;
- using System.Collections;
- using UnityEngine.EventSystems;
- public class AndroidTouch : MonoBehaviour
- {
- private Vector3 DefaultPostion;
- private float addValue;
- private float scale;
- private const float maxDis = 6;
- private Touch oldTouch1; //上次触摸点1(手指1)
- private Touch oldTouch2; //上次触摸点2(手指2)
- private void Start()
- {
- DefaultPostion = this.transform.position;
- }
- void Update()
- {
- //没有触摸,就是触摸点为0
- 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/ 2;
- if (touch.position.x < Screen.width / 2)
- {
- transform.Rotate(Vector3.down * deltaPos.x, Space.Self);//绕Y轴进行旋转
- }
- else
- {
- transform.Rotate(Vector3.right * deltaPos.y, Space.Self);//绕X轴进行旋转,下面我们还可以写绕Z轴进行旋转
- }
- return;
- }
- //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;
- //addValue = 0;
- 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;
- addValue += scaleFactor;
- Vector3 localScale = transform.localScale;
- Vector3 scale = new Vector3(localScale.x + scaleFactor,
- localScale.y + scaleFactor,
- localScale.z + scaleFactor);
- //在什么情况下进行缩放
- if (addValue < maxDis && addValue >0)
- {
- this.transform.position = DefaultPostion + Vector3.forward * addValue;
- }
- else
- {
- CDebug.Log(scale.ToString() + "-->" + addValue);
- }
- if (addValue > maxDis)
- {
- addValue = maxDis;
- }
- else if (addValue < 0)
- {
- addValue = 0;
- }
- //记住最新的触摸点,下次使用
- oldTouch1 = newTouch1;
- oldTouch2 = newTouch2;
- }
- public void RefreshPos()
- {
- CDebug.Log("RefreshPos");
- this.transform.position = DefaultPostion;
- //this.transform.eulerAngles = FollowTarget.eulerAngles.y * Vector3.up;
- this.transform.position +=Vector3.forward * scale;
- //this.transform.localScale = this.transform.localScale * scale;
- }
- }
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