/// <summary>
/// 上次触摸点1(手指1)
/// </summary>
private Touch oldTouch1;
/// <summary>
/// 上次触摸点2(手指2)
/// </summary>
private Touch oldTouch2;
/// 上次触摸点1(手指1)
/// </summary>
private Touch oldTouch1;
/// <summary>
/// 上次触摸点2(手指2)
/// </summary>
private Touch oldTouch2;
/// <summary>
/// 用于显示滑动距离
/// </summary>
private float oldDis = 0;
private float newDis = 0;
private float scaler = 0;
/// 用于显示滑动距离
/// </summary>
private float oldDis = 0;
private float newDis = 0;
private float scaler = 0;
private void Update()
{
if (Input.touchCount <= 0)
{
return;
}
{
return;
}
if (1 == Input.touchCount)
{
Touch touch = Input.GetTouch(0);
Vector2 deltaPos = touch.deltaPosition;
Vector2 tempPosition = Input.GetTouch(0).position;
{
Touch touch = Input.GetTouch(0);
Vector2 deltaPos = touch.deltaPosition;
Vector2 tempPosition = Input.GetTouch(0).position;
}
//单点做区域限制
if (Input.GetTouch(0).phase == TouchPhase.Moved)
{
{
if (tempPosition.x > Screen.width-300 && tempPosition.x <Screen.width && tempPosition.y > 350 && tempPosition.y < Screen.height)
{
if (transform.childCount == 0)
{
transform.Rotate(Vector3.down * deltaPos.x, Space.Self);
}
else
{ //正常
transform.Rotate(Vector3.right * deltaPos.y, Space.Self);
}
}
{
if (transform.childCount == 0)
{
transform.Rotate(Vector3.down * deltaPos.x, Space.Self);
}
else
{ //正常
transform.Rotate(Vector3.right * deltaPos.y, Space.Self);
}
}
if (tempPosition.y > 0 && tempPosition.y < 250 && tempPosition.x > 0 && tempPosition.x < Screen.width-100)
{
{
if (transform.childCount == 0)
{
transform.Rotate(Vector3.right * deltaPos.y, Space.Self);
}
else
{
//正常
transform.Rotate(Vector3.down * deltaPos.x, Space.Self);
}
}
{
transform.Rotate(Vector3.right * deltaPos.y, Space.Self);
}
else
{
//正常
transform.Rotate(Vector3.down * deltaPos.x, Space.Self);
}
}
}
}
}
Touch newTouch1 = Input.GetTouch(0);
Touch newTouch2 = Input.GetTouch(1);
Touch newTouch2 = Input.GetTouch(1);
//第2点刚开始接触屏幕, 只记录,不做处理
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
//计算老的两点距离和新的两点间距离,变大要放大模型,变小要缩放模型
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
oldDis = oldDistance;
newDis = newDistance;
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
oldDis = oldDistance;
newDis = newDistance;
//两个距离之差,为正表示放大手势, 为负表示缩小手势
float offset = newDistance - oldDistance;
float offset = newDistance - oldDistance;
//放大因子, 一个像素按 0.01倍来算(100可调整)
float scaleFactor = offset / 100f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
scaler = scaleFactor;
float scaleFactor = offset / 100f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
scaler = scaleFactor;
if (scale.x > 0.01f && scale.y > 0.01f && scale.z > 0.01f)
{
//实用差值运算,模型平滑缩放
transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(Mathf.Clamp(localScale.x + scaleFactor, 0.01f, 2f), Mathf.Clamp(localScale.y + scaleFactor, 0.01f, 2f),Mathf.Clamp(localScale.z + scaleFactor, 0.01f, 2f)), 0.3f);
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
{
//实用差值运算,模型平滑缩放
transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(Mathf.Clamp(localScale.x + scaleFactor, 0.01f, 2f), Mathf.Clamp(localScale.y + scaleFactor, 0.01f, 2f),Mathf.Clamp(localScale.z + scaleFactor, 0.01f, 2f)), 0.3f);
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}