<strong>自己写的一套用于Unity移动端手势操作的判断,主要有单指移动3D物体、单指旋转3D物体、双指缩放3D物体,这里首先分开介绍单指移动3D物体,如下所示:</strong>
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;
public class MoveControl : GestureControl
{
protected override void InputCheck()
{
//单指移动
if (Input.touchCount == 1)
{
//触碰按住3D物体不动1秒后物体随手指一起移动
if (Input.GetTouch(0).phase == TouchPhase.Stationary)
{
TouchTime += Time.deltaTime;
if (TouchTime > 1)
{
status = 0;
}
}
if (status == 0)
{
StartCoroutine(CustomOnMouseDown());
}
}
}
IEnumerator CustomOnMouseDown()
{
//将物体由世界坐标系转化为屏幕坐标系,由vector3 结构体变量ScreenSpace存储,以用来明确屏幕坐标系Z轴的位置
Vector3 ScreenPoint = Camera.main.WorldToScreenPoint(transform.position);
//由于鼠标的坐标系是二维的,需要转化成三维的世界坐标系;
Vector3 WorldPostion = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenPoint.z));
//三维的情况下才能来计算鼠标位置与物体的距离
Vector3 distance = transform.position - WorldPostion;
//当鼠标左键按下时
while (Input.GetMouseButton(0))
{
//得到现在鼠标的二维坐标系位置
Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenPoint.z);
//将当前鼠标的2维位置转化成三维的位置,再加上鼠标的移动距离
Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + distance;
//CurPosition就是物体应该的移动向量赋给transform的position属性
transform.position = CurPosition;
//鼠标释放前都起作用
yield return new WaitForFixedUpdate();
}
}
}