Unity中手指控制模型的旋转以及缩放

直接上代码吧,主要是两个协程 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public enum FingerIE
{
    zero,
    OneFinger,
    TwoFinger,
}
public class FingerController : MonoBehaviour
{

    public Vector3 initialRot;
    public Vector3 initialSca;
    public static FingerController instance;
    IEnumerator ie;
    FingerIE finger_num=FingerIE.zero;
    void Awake()
    {
        instance = this;
    }
    // Update is called once per frame
    void Update()
    {
       
        if (Input.touchCount == 0)
        {
            if (finger_num != FingerIE.zero)
            {
                StopCoroutine(ie);
                ie = null;
                finger_num = FingerIE.zero;
            }
        }
        else if (Input.touchCount == 1)
        {
            if (finger_num != FingerIE.OneFinger)
            {
                if (ie != null)
                {
                    StopCoroutine(ie);
                }
                ie = IMonitorMouseOneFinger();
                StartCoroutine(ie);
                finger_num = FingerIE.OneFinger;
            }
        }
        else if (Input.touchCount == 2)
        {
            if (finger_num != FingerIE.TwoFinger)
            {
                if (ie != null)
                {
                    StopCoroutine(ie);
                }
                ie = IIMonitorMouseTwoFinger();
                StartCoroutine(ie);
                finger_num = FingerIE.TwoFinger;
            }
        }
        
    }
    /// <summary>
    /// 一根手指控制转动
    /// </summary>
    /// <returns></returns>
    IEnumerator IMonitorMouseOneFinger()
    {

        Touch oneFingerTouch;
        while (true)
        {
            oneFingerTouch = Input.GetTouch(0);
            if (oneFingerTouch.phase == TouchPhase.Moved)
            {
                Vector2 deltaPos = oneFingerTouch.deltaPosition;
                transform.Rotate(-Vector3.forward * deltaPos.x * 0.2f, Space.World);
                transform.Rotate(-Vector3.left * deltaPos.y * 0.2f, Space.World);
            }
            yield return 0;
        }
    }
    /// <summary>
    /// 两个手指控制缩放
    /// </summary>
    /// <returns></returns>
    IEnumerator IIMonitorMouseTwoFinger()
    {
        Touch firstOldTouch;
        Touch secondOldTouch;
        Touch firstNewTouch;
        Touch secondNewTouch;
        float oldDistance;
        float newDistance;
        while (true)
        {
            firstOldTouch = Input.GetTouch(0);
            secondOldTouch = Input.GetTouch(1);
            oldDistance = Vector2.Distance(firstOldTouch.position, secondOldTouch.position);
            yield return 0;
            firstNewTouch = Input.GetTouch(0);
            secondNewTouch = Input.GetTouch(1);
            newDistance = Vector2.Distance(firstNewTouch.position, secondNewTouch.position);
            if (oldDistance > newDistance && this.transform.localScale.x > 0.25f)
            {
                this.transform.localScale -= Vector3.one * 0.1f;
            }
            else if (oldDistance < newDistance && this.transform.localScale.x < 2f)
            {
                this.transform.localScale += Vector3.one * 0.1f;
            }
        }
    }
    /// <summary>
    /// 复位
    /// </summary>
    public void ResetRot()
    {
        this.transform.localEulerAngles = initialRot;
        this.transform.localScale = initialSca;
    }
}

 

 

Unity是一款功能齐全的游戏引擎,它提供了一系列便捷的工具和模块让程序员开发游戏更加容易。其包括了触摸屏控制模型旋转缩放的功能。 想要在Unity实现模型旋转缩放,我们需要编写一些代码。首先,我们需要定义一个变量来存储触摸屏幕的位置,当用户触摸屏幕时,我们可以利用Input.touchCount语句来查询触摸的数量。然后,我们可以使用Input.GetTouch (int index)语句来获得特定触摸的信息,例如触摸的位置。我们可以使用这些触摸信息来改变模型旋转缩放。 例如,我们可以定义一个变量来存储我们想要缩放的对象: [SerializeField] private Transform _myObject; 然后,我们可以在Update()的一段代码来处理触摸和缩放的相关逻辑: void Update(){ if(Input.touchCount == 2){ Touch touchZero = Input.GetTouch(0); Touch touchOne = Input.GetTouch(1); Vector2 touchZeroPreviousPosition = touchZero.position - touchZero.deltaPosition; Vector2 touchOnePreviousPosition = touchOne.position - touchOne.deltaPosition; float previousTouchDeltaMagnitude = (touchZeroPreviousPosition - touchOnePreviousPosition).magnitude; float touchDeltaMagnitude = (touchZero.position - touchOne.position).magnitude; float deltaMagnitudeDiff = previousTouchDeltaMagnitude - touchDeltaMagnitude; _myObject.localScale -= Vector3.one * deltaMagnitudeDiff * 0.01f; } } 这段代码会侦测两个手指是否点击了屏幕,然后读取触摸的位置信息,计算两个触摸点之间的距离差, 用扩展因子(0.01f)乘以这个距离差作为缩放的参数来调整模型的大小。 Unity的触摸控制旋转缩放功能让游戏开发变得更加轻松和快捷,它使程序员能够专注于游戏的设计和娱乐性,而不需要关注底层细节。
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