添加射线碰撞选择碰撞的模型后再进行缩放旋转

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public enum FingerIE
{
    zero,
    OneFinger,
    TwoFinger,
}
public class FingerController : MonoBehaviour
{

    public Vector3 initialRot;
    public Vector3 initialSca;
    public static FingerController instance;
    IEnumerator ie;
    FingerIE finger_num = FingerIE.zero;
    void Awake()
    {
        instance = this;
    }
    // Update is called once per frame
    void Update()
    {

        if (Input.touchCount == 0)
        {
            if (finger_num != FingerIE.zero)
            {
                StopCoroutine(ie);
                ie = null;
                finger_num = FingerIE.zero;
            }
        }
        else if (Input.touchCount == 1)
        {
            if (finger_num != FingerIE.OneFinger)
            {
                if (ie != null)
                {
                    StopCoroutine(ie);
                }
                ie = IMonitorMouseOneFinger();
                StartCoroutine(ie);
                finger_num = FingerIE.OneFinger;
            }
        }
        else if (Input.touchCount == 2)
        {
            if (finger_num != FingerIE.TwoFinger)
            {
                if (ie != null)
                {
                    StopCoroutine(ie);
                }
                ie = IIMonitorMouseTwoFinger();
                StartCoroutine(ie);
                finger_num = FingerIE.TwoFinger;
            }
        }

    }
    /// <summary>
    /// 一根手指控制转动
    /// </summary>
    /// <returns></returns>
    IEnumerator IMonitorMouseOneFinger()
    {

        Touch oneFingerTouch;
        while (true)
        {
            oneFingerTouch = Input.GetTouch(0);
            if (oneFingerTouch.phase == TouchPhase.Moved)
            {
                //Vector2 deltaPos = oneFingerTouch.deltaPosition;
                //transform.Rotate(-Vector3.forward * deltaPos.x * 0.2f, Space.Self);
                //transform.Rotate(-Vector3.left * deltaPos.y * 0.2f, Space.Self);
                //模型绕自身y轴旋转
               // transform.Rotate(-Vector3.up * deltaPos.x * 0.2f, Space.Self);

		//Vector2 deltaPos = oneFingerTouch.deltaPosition;  
		// 模型绕自身X轴旋转  
		//transform.Rotate(Vector3.right * deltaPos.x * 0.2f, Space.Self);


		Vector2 deltaPos = oneFingerTouch.deltaPosition;  
		// 模型绕自身Z轴旋转  
		transform.Rotate(Vector3.forward * deltaPos.x * 0.2f, Space.Self);


            }
            yield return 0;
        }
    }
    /// <summary>
    /// 两个手指控制缩放
    /// </summary>
    /// <returns></returns>
    IEnumerator IIMonitorMouseTwoFinger()
    {
        Touch firstOldTouch;  
	Touch secondOldTouch;  
	Touch firstNewTouch;  
	Touch secondNewTouch;  
	float oldDistance;  
	float newDistance;  
	Vector3 originalScale; // 假设这个变量在初始化时设置了模型的原始尺寸  
  
	void Start()  
	{  
  	  // 初始化原始尺寸,假设这是在模型创建或加载时确定的  
  	  originalScale = this.transform.localScale;  
	} 	 
  	
	IEnumerator ScaleBasedOnDistance()  
	{  
    		while (true)  
    		{  
        		if (Input.touchCount >= 2)  
        		{  
            		firstOldTouch = Input.GetTouch(0);  
            		secondOldTouch = Input.GetTouch(1);  
            		oldDistance = Vector2.Distance(firstOldTouch.position, secondOldTouch.position);  
            		yield return null; // 使用null代替0来等待下一帧  
              
            		firstNewTouch = Input.GetTouch(0);  
            		secondNewTouch = Input.GetTouch(1);  
            		newDistance = Vector2.Distance(firstNewTouch.position, secondNewTouch.position);  
              
           		 if (oldDistance > newDistance && this.transform.localScale.x > 0.25f)  
           		 {  
               		 this.transform.localScale -= Vector3.one * 0.1f;  
           		 }  
           		 else if (oldDistance < newDistance && this.transform.localScale.x < originalScale.x * 2f) // 修改这里  
           		 {  
                		this.transform.localScale += Vector3.one * 0.1f;  
                // 确保缩放不会超过原始尺寸的2倍  
                		this.transform.localScale = Vector3.Min(this.transform.localScale, originalScale * 2f);  
           		 }  
       		 }  
        		yield return null; // 即使没有触摸输入也等待下一帧  
   		 }  
	} 	 
  
// 在某个地方(例如Start方法中)启动协程  
void Start()  
{  
    StartCoroutine(ScaleBasedOnDistance());  
}
    }
    /// <summary>
    /// 复位
    /// </summary>
    public void ResetRot()
    {
        this.transform.localEulerAngles = initialRot;
        this.transform.localScale = initialSca;
    }
}

评论 6
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值