unity手势控制、放大缩小、拖拽、滑动。单击

这篇博客介绍了如何在Unity中实现手势控制,包括单指触摸的放大、缩小、拖拽、滑动以及旋转操作。同时,它还涵盖了双指触控的缩放和旋转功能,以及使用陀螺仪进行设备方向感应。代码示例详细展示了实现这些功能的方法和逻辑。
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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System.Collections.Generic;

public class TouchManager_Template : MonoBehaviour
{

    private TouchManager_Template() { }
    private static TouchManager_Template _instance = null;
    public static TouchManager_Template Instance
    {
        get { return _instance; }
        set { _instance = value; }
    }
    private GameObject _curModel;


    private Vector3 _ModelScreenPos;
    private Vector3 _ModelWorldPos;
    private Vector3 _MouseScreenPos;
    private Vector3 _Offset;

    private bool _Moved;

    private bool _Selected;

    private float _Scale = 5.0f;
    private float _ZoomDifference = 0;
    private float _ZoomSpeed = 100f;
    private float _ZoomMin = 1.0f;
    private float _ZoomMax = 2.0f;

    private float _StartAngle;
    private float _LastAngle;
    private Quaternion _curModelRotation;
    private Quaternion q = Quaternion.identity;
    private float _TurnAngle;

    private float _xMove;
    private float _yMove;

    public float _UpdateRotate = 220.00f;

    private Vector2 _TouchBegan = Vector2.zero;
    private Vector2 _TouchEnd = Vector2.zero;
    [Header("滑动误差")][Range(0,10)]
    public float _DragTolerance = 10.0f;
#if UNITY_EDITOR
    private float _MoveSpeed = 1.0f;
#elif UNITY_ANDROID
        private float _MoveSpeed = 2.0f;
#elif UNITY_IPHONE
            private float _MoveSpeed = 1.0f;
#endif



    public bool OneFingerRotate = true;
    void Awake()
    {
        _instance = this;
    }
    void Start()
    {
        _TurnAngle = 0;
        subscribeEvent();
        Input.gyro.enabled = true;
    }

    public static void subscribeEvent()
    {

    }
    public static void UnsubscribeEvent()
    {

    }

    void OnDestroy()
    {
        UnsubscribeEvent();
        Input.gyro.enabled = false;
    }

    GameObject getClosestObject(Vector3 _MousePos)
    {
        GameObject _go = null;

        List<GameObject> OnCardModelList = new List<GameObject>();

        if (OnCardModelList.Count > 0)
        {
            float _dis = 0;
            Vector3 p0 = new Vector3(_MousePos.x, _MousePos.y, 0f);

            foreach (var dic in OnCardModelList)
            {

                GameObject _tempGo = dic;

      
Unity中实现鼠标控制放大缩小平移的功能,需要结合Camera的参数设置和鼠标事件的处理。 首先,需要设置Camera的透视投影模式,将其设置为透视模式。然后,设置Camera的FOV参数,以实现放大缩小效果。为了实现平移功能,需要设置Camera的位置,以及目标点的位置。同时,需要设置摄像头的旋转角度,使得摄像头朝向目标点。 在鼠标事件处理方面,需要对鼠标事件进行处理,根据鼠标滚轮的滚动方向来调整Camera的FOV参数,实现放大缩小功能。同时,根据鼠标的移动方向来调整Camera的位置和目标点位置,以实现平移功能。 以下为示例代码: ``` // Camera参数设置 public Camera mainCamera; public float cameraSpeed = 5.0f; public float zoomSpeed = 2.0f; // 鼠标事件处理 void Update() { // 鼠标滑轮放大缩小 float fov = mainCamera.fieldOfView; fov += Input.GetAxis("Mouse ScrollWheel") * zoomSpeed; fov = Mathf.Clamp(fov, 10.0f, 60.0f); mainCamera.fieldOfView = fov; // 鼠标左键平移 if (Input.GetMouseButton(0)) { float mouseX = Input.GetAxis("Mouse X") * cameraSpeed; float mouseY = Input.GetAxis("Mouse Y") * cameraSpeed; Vector3 cameraPos = mainCamera.transform.position; Vector3 targetPos = mainCamera.transform.position - mainCamera.transform.forward * cameraSpeed; cameraPos.x -= mouseX; cameraPos.z -= mouseY; targetPos.x -= mouseX; targetPos.z -= mouseY; mainCamera.transform.position = cameraPos; mainCamera.transform.LookAt(targetPos); } } ```
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