Unity 安卓端单指滑动,双指缩放代码,可控制角度

详细代码:

using UnityEngine;

public class CameraControl : MonoBehaviour
{
    public Transform target;  // 中心点位置
    public float rotateSpeed = 0.5f;
    public float zoomSpeed = 1.0f;
    public float minZoom = 5.0f;
    public float maxZoom = 20.0f;
    public float minVerticalAngle = 10.0f;
    public float maxVerticalAngle = 80.0f;

    private Vector2 lastPanPosition;
    private int panFingerId; // Touch mode only

    public float currentZoom = 10.0f;
    public float currentYaw = 0.0f;
    public float currentPitch = 45.0f;

    void Start()
    {
        currentZoom = Mathf.Clamp(currentZoom, minZoom, maxZoom);
    }

    void Update()
    {
        if (Input.touchCount == 1)
        {
            // 单指触摸控制旋转
            Touch touch = Input.GetTouch(0);
            if (touch.phase == TouchPhase.Began)
            {
                lastPanPosition = touch.position;
                panFingerId = touch.fingerId;
            }
            else if (touch.fingerId == panFingerId && touch.phase == TouchPhase.Moved)
            {
                Vector2 delta = touch.position - lastPanPosition;
                currentYaw += delta.x * rotateSpeed;
                currentPitch -= delta.y * rotateSpeed;
                currentPitch = Mathf.Clamp(currentPitch, minVerticalAngle, maxVerticalAngle);
                lastPanPosition = touch.position;
            }
        }
        else if (Input.touchCount == 2)
        {
            // 双指触摸控制缩放
            Touch touchZero = Input.GetTouch(0);
            Touch touchOne = Input.GetTouch(1);

            Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
            Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;

            float prevMagnitude = (touchZeroPrevPos - touchOnePrevPos).magnitude;
            float currentMagnitude = (touchZero.position - touchOne.position).magnitude;

            float difference = currentMagnitude - prevMagnitude;
            currentZoom -= difference * zoomSpeed;
            currentZoom = Mathf.Clamp(currentZoom, minZoom, maxZoom);
        }
    }

    void LateUpdate()
    {
        Vector3 direction = new Vector3(0, 0, -currentZoom);
        Quaternion rotation = Quaternion.Euler(currentPitch, currentYaw, 0);
        transform.position = target.position + rotation * direction;
        transform.LookAt(target);
    }

}

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你可以使用Unity的Input类来实现手势控制。下面是一个简单的示例代码: ```csharp using UnityEngine; public class ObjectController : MonoBehaviour { private float rotateSpeed = 0.5f; private float moveSpeed = 0.1f; private float scaleSpeed = 0.1f; private Vector2 prevTouchPos; private Vector2 touchDelta; void Update() { if (Input.touchCount == 1) { // 单滑动控制物体旋转 if (Input.GetTouch(0).phase == TouchPhase.Moved) { float rotateX = Input.GetTouch(0).deltaPosition.x * rotateSpeed; float rotateY = Input.GetTouch(0).deltaPosition.y * rotateSpeed; transform.Rotate(Vector3.up, -rotateX, Space.World); transform.Rotate(Vector3.right, rotateY, Space.World); } } else if (Input.touchCount == 2) { // 双滑动控制物体左右上下移动 if (Input.GetTouch(0).phase == TouchPhase.Moved && Input.GetTouch(1).phase == TouchPhase.Moved) { touchDelta = Input.GetTouch(0).position - Input.GetTouch(1).position; float moveX = touchDelta.x * moveSpeed; float moveY = touchDelta.y * moveSpeed; transform.Translate(-moveX, -moveY, 0, Space.World); } // 双分开控制物体小 float pinchAmount = 0; Quaternion desiredRotation = transform.rotation; if (Input.GetTouch(1).phase == TouchPhase.Began) { prevTouchPos = Input.GetTouch(1).position - Input.GetTouch(0).position; } else if (Input.GetTouch(0).phase == TouchPhase.Moved && Input.GetTouch(1).phase == TouchPhase.Moved) { var curTouchPos = Input.GetTouch(1).position - Input.GetTouch(0).position; pinchAmount = curTouchPos.magnitude - prevTouchPos.magnitude; desiredRotation *= Quaternion.Euler(Vector3.back * pinchAmount * scaleSpeed); prevTouchPos = curTouchPos; } transform.rotation = desiredRotation; transform.localScale += new Vector3(pinchAmount, pinchAmount, pinchAmount); } } } ``` 在这个示例中,我们使用了两个变量 `rotateSpeed` 和 `moveSpeed` 来控制旋转和移动的速度,使用变量 `scaleSpeed` 来控制的速度。`prevTouchPos` 变量用于存储双滑动的起始位置,`touchDelta` 变量用于存储双滑动的距离差。在代码中,我们使用 `transform` 属性来控制物体的旋转、移动和
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