using UnityEngine;
using System.Collections;
public class SelfRotate1 : MonoBehaviour
{
private Touch oldTouch1; //上次触摸点1(手指1)
private Touch oldTouch2; //上次触摸点2(手指2)
public Transform box;
public float distance = 10.0f;//相机距离目标物体默认距离大小
public float xSpeed = -250.0f;//X(左右旋转速度)
public float ySpeed = -250.0f;//(上下旋转速度)
public float yMinLimit = -90;//旋转上下角度最小限制
public float yMaxLimit = 90;
float X = 0.0f;
float Y = 0.0f;
float StartDis;
float XChange;//旋转灵敏度
void Start()
{
Vector3 angles = transform.eulerAngles;
X = angles.y;
Y = angles.x;
}
private void OnMouseDown()
{
print("caonima");
}
void Update()
{
//没有触摸
if (Input.touchCount <= 0)
{
return;
}
//旋转
if (Input.touchCount == 1)
{
X -= Input.GetTouch(0).deltaPosition.y * ySpeed * Time.deltaTime / 60;//+和-决定从左向右旋转还是从右向左转
Y += Input.GetTouch(0).deltaPosition.x * xSpeed * Time.deltaTime / 60; //+和-决定从上向下旋转还是从下而上转
if (Input.GetTouch(0).phase == TouchPhase.Ended)
{
if (Input.GetTouch(0).deltaPosition.x > 2)
{
XChange = 2f;
}
else if (Input.GetTouch(0).deltaPosition.x < -2)
{
XChange = -2f;
}
else
{
XChange = Input.GetTouch(0).deltaPosition.x;
}
}
}
X += XChange;
if (XChange > 0)
{
XChange -= Time.deltaTime * 5;
}
else if (XChange < 0)
{
XChange += Time.deltaTime * 5;
}
//单点触摸, 水平上下旋转
//if (1 == Input.touchCount)
//{
// print("wocaoaidjaijda");
// Touch touch = Input.GetTouch(0);
// Vector2 deltaPos = touch.deltaPosition;
// transform.localEulerAngles += new Vector3(0, 0, deltaPos.x);
// transform.localEulerAngles += new Vector3(0, deltaPos.y, 0);
// //transform.Rotate(Vector3.down * deltaPos.x, Space.World);
// //transform.Rotate(Vector3.right * deltaPos.y, Space.World);
//}
//多点触摸, 放大缩小
Touch newTouch1 = Input.GetTouch(0);
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;
}
//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);
//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;
//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);
//最小缩放到 0.3 倍
if (scale.x > 0.3f && scale.y > 0.3f && scale.z > 0.3f)
{
transform.localScale = scale;
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
void LateUpdate()
{
if (box)
{
if (Y < -90)//这里控制着上下旋转角度
{
Y = -90;
}
if (Y > 180)//这里控制着上下旋转角度
{
Y = 180;
}
Y = ClampAngle(Y, yMinLimit, yMaxLimit);
transform.rotation = Quaternion.Euler(0, X, Y);
// transform.position = transform.rotation * new Vector3(0, 0, -distance) + box.position;
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
using System.Collections;
public class SelfRotate1 : MonoBehaviour
{
private Touch oldTouch1; //上次触摸点1(手指1)
private Touch oldTouch2; //上次触摸点2(手指2)
public Transform box;
public float distance = 10.0f;//相机距离目标物体默认距离大小
public float xSpeed = -250.0f;//X(左右旋转速度)
public float ySpeed = -250.0f;//(上下旋转速度)
public float yMinLimit = -90;//旋转上下角度最小限制
public float yMaxLimit = 90;
float X = 0.0f;
float Y = 0.0f;
float StartDis;
float XChange;//旋转灵敏度
void Start()
{
Vector3 angles = transform.eulerAngles;
X = angles.y;
Y = angles.x;
}
private void OnMouseDown()
{
print("caonima");
}
void Update()
{
//没有触摸
if (Input.touchCount <= 0)
{
return;
}
//旋转
if (Input.touchCount == 1)
{
X -= Input.GetTouch(0).deltaPosition.y * ySpeed * Time.deltaTime / 60;//+和-决定从左向右旋转还是从右向左转
Y += Input.GetTouch(0).deltaPosition.x * xSpeed * Time.deltaTime / 60; //+和-决定从上向下旋转还是从下而上转
if (Input.GetTouch(0).phase == TouchPhase.Ended)
{
if (Input.GetTouch(0).deltaPosition.x > 2)
{
XChange = 2f;
}
else if (Input.GetTouch(0).deltaPosition.x < -2)
{
XChange = -2f;
}
else
{
XChange = Input.GetTouch(0).deltaPosition.x;
}
}
}
X += XChange;
if (XChange > 0)
{
XChange -= Time.deltaTime * 5;
}
else if (XChange < 0)
{
XChange += Time.deltaTime * 5;
}
//单点触摸, 水平上下旋转
//if (1 == Input.touchCount)
//{
// print("wocaoaidjaijda");
// Touch touch = Input.GetTouch(0);
// Vector2 deltaPos = touch.deltaPosition;
// transform.localEulerAngles += new Vector3(0, 0, deltaPos.x);
// transform.localEulerAngles += new Vector3(0, deltaPos.y, 0);
// //transform.Rotate(Vector3.down * deltaPos.x, Space.World);
// //transform.Rotate(Vector3.right * deltaPos.y, Space.World);
//}
//多点触摸, 放大缩小
Touch newTouch1 = Input.GetTouch(0);
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;
}
//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);
//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;
//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);
//最小缩放到 0.3 倍
if (scale.x > 0.3f && scale.y > 0.3f && scale.z > 0.3f)
{
transform.localScale = scale;
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
void LateUpdate()
{
if (box)
{
if (Y < -90)//这里控制着上下旋转角度
{
Y = -90;
}
if (Y > 180)//这里控制着上下旋转角度
{
Y = 180;
}
Y = ClampAngle(Y, yMinLimit, yMaxLimit);
transform.rotation = Quaternion.Euler(0, X, Y);
// transform.position = transform.rotation * new Vector3(0, 0, -distance) + box.position;
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}