Unity中用觸控控制物體旋轉和放大
阿新 • • 發佈:2019-01-29
using UnityEngine; using System.Collections; using System.IO; public class ScaleAndRotate : MonoBehaviour { private Touch oldTouch1; //上次觸控點1(手指1) private Touch oldTouch2; //上次觸控點2(手指2) void Start() { } void Update () { //沒有觸控 if ( Input.touchCount <= 0 ){ return; } //單點觸控, 水平上下旋轉 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); } //多點觸控, 放大縮小 Touch newTouch1 = Input.GetTouch (0); Touch newTouch2 = Input.GetTouch (1); //第2點剛開始接觸螢幕, 只記錄,不做處理 if( newTouch2.phase == TouchPhase.Began ){ oldTouch2 = newTouch2; oldTouch1 = newTouch1; return; } //計算老的兩點距離和新的兩點間距離,變大要放大模型,變小要縮放模型 float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position); float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position); //兩個距離之差,為正表示放大手勢, 為負表示縮小手勢 float offset = newDistance - oldDistance; //放大因子, 一個畫素按 0.01倍來算(100可調整) float scaleFactor = offset / 100f; Vector3 localScale = transform.localScale; Vector3 scale = new Vector3(localScale.x + scaleFactor, localScale.y + scaleFactor, localScale.z + scaleFactor); //最小縮放到 0.3 倍 if (scale.x > 0.3f && scale.y > 0.3f && scale.z > 0.3f) { transform.localScale = scale; } //記住最新的觸控點,下次使用 oldTouch1 = newTouch1; oldTouch2 = newTouch2; } }