using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveAndScaler : MonoBehaviour
{
Vector3 scale = Vector3.zero;
Touch touchP;
Touch oldP1;
Touch oldp2;
// Use this for initialization
void Start()
{
}
void FixedUpdate()
{
if (Input.touchCount.Equals(0))
return;
if (Input.touchCount.Equals(1))
{
touchP = Input.GetTouch(0);
this.gameObject.transform.Rotate(Vector3.up * Time.fixedDeltaTime * touchP.deltaPosition.x, Space.World);
this.gameObject.transform.Rotate(Vector3.right * Time.fixedDeltaTime * touchP.deltaPosition.y, Space.World);
}
if (Input.touchCount.Equals(2))
{
Touch newP1 = Input.GetTouch(0);
Touch newP2 = Input.GetTouch(1);
if (newP2.phase == TouchPhase.Began)
{
oldP1 = newP1;
oldp2 = newP2;
return;
}
float oldDistance = Vector2.Distance(oldP1.position, oldp2.position);
float newDistance = Vector2.Distance(newP1.position, newP2.position);
float offset = newDistance - oldDistance;
float scaleFactor = offset / 200;
Vector3 localScale = transform.localScale;
Vector3 realScale = new Vector3(localScale.x + scaleFactor, localScale.y + scaleFactor, localScale.z + scaleFactor);
if (realScale.x > 0.2f && realScale.y > 0.2f && realScale.z > 0.2f)
{
transform.localScale = realScale;
}
oldP1 = newP1;
oldp2 = newP2;
}
}
}
using System.Collections.Generic;
using UnityEngine;
public class MoveAndScaler : MonoBehaviour
{
Vector3 scale = Vector3.zero;
Touch touchP;
Touch oldP1;
Touch oldp2;
// Use this for initialization
void Start()
{
}
void FixedUpdate()
{
if (Input.touchCount.Equals(0))
return;
if (Input.touchCount.Equals(1))
{
touchP = Input.GetTouch(0);
this.gameObject.transform.Rotate(Vector3.up * Time.fixedDeltaTime * touchP.deltaPosition.x, Space.World);
this.gameObject.transform.Rotate(Vector3.right * Time.fixedDeltaTime * touchP.deltaPosition.y, Space.World);
}
if (Input.touchCount.Equals(2))
{
Touch newP1 = Input.GetTouch(0);
Touch newP2 = Input.GetTouch(1);
if (newP2.phase == TouchPhase.Began)
{
oldP1 = newP1;
oldp2 = newP2;
return;
}
float oldDistance = Vector2.Distance(oldP1.position, oldp2.position);
float newDistance = Vector2.Distance(newP1.position, newP2.position);
float offset = newDistance - oldDistance;
float scaleFactor = offset / 200;
Vector3 localScale = transform.localScale;
Vector3 realScale = new Vector3(localScale.x + scaleFactor, localScale.y + scaleFactor, localScale.z + scaleFactor);
if (realScale.x > 0.2f && realScale.y > 0.2f && realScale.z > 0.2f)
{
transform.localScale = realScale;
}
oldP1 = newP1;
oldp2 = newP2;
}
}
}