Unity_触摸屏_控制Camera的旋转和距离缩放(实现二)

我这里使用了 EasyTouch插件

实例代码:

using UnityEngine;
using System;
using System.Collections;
using HedgehogTeam.EasyTouch;

public class CameraController : MonoBehaviour
{
    public bool isRotate = true;
    //摄像机的距离
    public float fieldOfView;
    //用来改变摄像机的距离
    public float frameIndex = 60;
    //是否可以 双指缩放摄像机
    public bool isPinchCamera = true;

    // Text m_debugTip;
    public bool canRotation_X = true;
    public bool canRotation_Y = true;
    public bool canScale = true;
    #region Field and Property
    /// <summary>
    /// Around center.
    /// </summary>
    //public Transform target;

    /// <summary>
    /// Settings of mouse button, pointer and scrollwheel.
    /// </summary>
    public MouseSettings mouseSettings = new MouseSettings(0, 10, 10);

    /// <summary>
    /// Range limit of angle.
    /// </summary>
    public Range angleRange = new Range(-90, 90);

    /// <summary>
    /// Range limit of distance.
    /// </summary>
    public Range distanceRange = new Range(1, 10);

    /// <summary>
    /// Damper for move and rotate.
    /// </summary>
    [Range(0, 15)]
    public float damper = 5;

    /// <summary>
    /// Camera current angls.
    /// </summary>
    public Vector2 CurrentAngles { protected set; get; }

    /// <summary>
    /// Current distance from camera to target.
    /// </summary>
    public float CurrentDistance { protected set; get; }

    /// <summary>
    /// Camera target angls.
    /// </summary>
    protected Vector2 targetAngles;


    /// <summary>
    /// Target distance from camera to target.
    /// </summary>
    protected float targetDistance;
    #endregion

    #region Protected Method
    protected virtual void Start()
    {
        //  m_debugTip = GameObject.Find("Text").GetComponent<Text>();
        CurrentAngles = targetAngles = transform.eulerAngles;
        //CurrentDistance = targetDistance = Vector3.Distance(transform.position, target.position);

    }

    protected virtual void LateUpdate()
    {
#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX
        AroundByMouseInput();

#elif UNITY_ANDROID || UNITY_IPHONE
            AroundByMobileInput();
#endif

    }

    private void Awake()
    {
        isRotate = true;
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        //获取当前触摸点
        Gesture gesture = EasyTouch.current;
        if (gesture != null && EasyTouch.EvtType.On_Swipe == gesture.type)
        {
            // OnSwiper(gesture);
        }
        //if (gesture != null && EasyTouch.EvtType.On_Pinch == gesture.type)
        //{
        //    OnPinch(gesture);
        //}
        if (gesture != null && EasyTouch.EvtType.On_PinchIn == gesture.type)
        {
            On_PinchIn(gesture);
        }
        if (gesture != null && EasyTouch.EvtType.On_PinchOut == gesture.type)
        {
            On_PinchOut(gesture);
        }
        if (gesture != null && EasyTouch.EvtType.On_PinchEnd == gesture.type)
        {
            On_PinchEnd(gesture);
        }
        if (gesture != null && EasyTouch.EvtType.On_TouchUp == gesture.type)
        {
            On_TouchUp(gesture);
        }
        //if (gesture != null && EasyTouch.EvtType.On_TouchStart2Fingers == gesture.type)
        //{
        //    On_TouchStart2Fingers(gesture);
        //}

        if (frameIndex > 100)
        {
            frameIndex = 100;
        }

        if (frameIndex < 25)
        {
            frameIndex = 25;
        }

        //ScaleCamera();
    }

    //记录上一次手机触摸位置判断用户是在左放大还是缩小手势  
    private Vector2 oldPosition1;
    private Vector2 oldPosition2;

    private bool m_IsSingleFinger;

    public float distance = 10;
    public float minDistance = 25;
    public float maxDistance = 100;
    public float scaleFactor = 0.2f;

    private void OnEnable()
    {
        //targetAngles.y = -30f;
        //targetAngles.x = 0;
        isRotate = true;
    }

    private void OnDisable()
    {
        //transform.localRotation = Quaternion.Euler(0.0f, -30, 0.0f);
        //transform.localRotation = Quaternion.Euler(new Vector2(0f,-30f));
        //isRotate = false;
        //transform.Rotate(new Vector3(0,-30,-0),Space.Self);
        targetAngles.y = -30f;
        targetAngles.x = 0;
        transform.localPosition = new Vector3(0,611,0);
        GetComponent<Camera>().fieldOfView = 65;

        //transform.eulerAngles = new Vector2(0,-30f);

    }




    private void On_PinchIn(Gesture gesture)
    {
        isPinchCamera = true;
        isRotate = false;
        if (isPinchCamera == true && isRotate == false)
        {
            frameIndex += gesture.deltaPinch * Time.deltaTime + 1;
            frameIndex += gesture.deltaPinch * Time.deltaTime + 2;
            frameIndex += gesture.deltaPinch * Time.deltaTime + 3;
            frameIndex = (float)Math.Ceiling(frameIndex);




            if (frameIndex > 100)
            {

                return;
            }

            //float field = GetComponent<Camera>().fieldOfView - (distance * 1f);
            //GetComponent<Camera>().fieldOfView = Mathf.Clamp(field, 25, 100);
            GetComponent<Camera>().fieldOfView = frameIndex;
        }

    }


    private void On_PinchOut(Gesture gesture)
    {
        isPinchCamera = true;
        isRotate = false;
        if (isPinchCamera == true && isRotate == false)
        {
            frameIndex -= gesture.deltaPinch * Time.deltaTime + 1;
            frameIndex -= gesture.deltaPinch * Time.deltaTime + 2;
            frameIndex -= gesture.deltaPinch * Time.deltaTime + 3;
            frameIndex = (float)Math.Floor(frameIndex);

            if (frameIndex < 25)
            {
                return;
            }
            //float field = GetComponent<Camera>().fieldOfView - (distance * 1f);
            //GetComponent<Camera>().fieldOfView = Mathf.Clamp(field, 25, 100);
            GetComponent<Camera>().fieldOfView = frameIndex;
        }

    }

    private void On_PinchEnd(Gesture gesture)
    {
        Debug.Log("我是On_PinchEnd");
        isRotate = true;
    }

    private void On_TouchUp(Gesture gesture)
    {
        Debug.Log("我是On_TouchUp");
        isRotate = true;

    }



    //private void On_TouchStart2Fingers(Gesture gesture)
    //{
    //    Debug.Log("我是On_TouchStart2Fingers");
    //    // Verification that the action on the object
    //    if (gesture.pickedObject == gameObject)
    //    {
    //        EasyTouch.SetEnablePinch(true);
    //    }
    //}

    //当触摸滑动
    private void OnSwiper(Gesture gesture)
    {
        isPinchCamera = false;
        isRotate = true;
        if (isPinchCamera == false && isRotate == true)
        {
            Debug.Log("OnSwiper");
            Debug.Log("gesture.swipe ==" + gesture.swipe);
        }

    }




    //private void ScaleCamera()
    //{
    //    //计算出当前两点触摸点的位置  
    //    var tempPosition1 = Input.GetTouch(0).position;
    //    var tempPosition2 = Input.GetTouch(1).position;
    //    float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);
    //    float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);
    //    //计算上次和这次双指触摸之间的距离差距  
    //    //然后去更改摄像机的距离  
    //    GetComponent<Camera>().fieldOfView -= ( currentTouchDistance - lastTouchDistance ) * scaleFactor * Time.deltaTime;
    //    //把距离限制住在min和max之间  
    //    GetComponent<Camera>().fieldOfView = Mathf.Clamp(distance, minDistance, maxDistance);
    //    //备份上一次触摸点的位置,用于对比  
    //    oldPosition1 = tempPosition1;
    //    oldPosition2 = tempPosition2;
    //}


    public void AroundByMobileInput()
    {
        //isRotate = true;



        if (isRotate)
        {
            Debug.Log("我是移动端");
            if (Input.touchCount == 1)
            {

                if (Input.touches[0].phase == TouchPhase.Moved)
                {
                    targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
                    targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;

                    //Range.
                    targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
                }
                //Mouse pointer.
                m_IsSingleFinger = true;
            }

            //Mouse scrollwheel.
            if (canScale)
            {
                if (Input.touchCount > 1)
                {


                    //计算出当前两点触摸点的位置  
                    if (m_IsSingleFinger)
                    {
                        oldPosition1 = Input.GetTouch(0).position;
                        oldPosition2 = Input.GetTouch(1).position;
                    }


                    if (Input.touches[0].phase == TouchPhase.Moved && Input.touches[1].phase == TouchPhase.Moved)
                    {
                        var tempPosition1 = Input.GetTouch(0).position;
                        var tempPosition2 = Input.GetTouch(1).position;


                        float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);
                        float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);

                        //计算上次和这次双指触摸之间的距离差距  
                        //然后去更改摄像机的距离  
                        targetDistance -= (currentTouchDistance - lastTouchDistance) * Time.deltaTime * mouseSettings.wheelSensitivity;
                        //  m_debugTip.text = ( currentTouchDistance - lastTouchDistance ).ToString() + " + " + targetDistance.ToString();


                        //把距离限制住在min和max之间  



                        //备份上一次触摸点的位置,用于对比  
                        oldPosition1 = tempPosition1;
                        oldPosition2 = tempPosition2;
                        m_IsSingleFinger = false;
                    }
                }

            }

            targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);

            //Lerp.
            CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
            CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);




            if (!canRotation_X) targetAngles.y = 0;
            if (!canRotation_Y) targetAngles.x = 0;


            //Update transform position and rotation.
            transform.rotation = Quaternion.Euler(CurrentAngles);

            //transform.position = target.position - transform.forward * CurrentDistance;
            // transform.position = target.position - Vector3.forward * CurrentDistance;


        }






    }

    /// <summary>
    /// Camera around target by mouse input.
    /// </summary>
    protected void AroundByMouseInput()
    {
        //isRotate = true;
        if (isRotate)
        {

            if (Input.GetMouseButton(mouseSettings.mouseButtonID))
            {

                //Mouse pointer.
                targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
                targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;

                //Range.
                targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
            }

            //Mouse scrollwheel.
            if (canScale)
            {
                targetDistance -= Input.GetAxis("Mouse ScrollWheel") * mouseSettings.wheelSensitivity;

            }
            // m_debugTip.text = Input.GetAxis("Mouse ScrollWheel").ToString() + " + " + targetDistance.ToString();

            targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);

            //Lerp.
            CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
            CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);




            if (!canRotation_X) targetAngles.y = 0;
            if (!canRotation_Y) targetAngles.x = 0;


            //Update transform position and rotation.
            transform.rotation = Quaternion.Euler(CurrentAngles);

            //transform.position = target.position - transform.forward * CurrentDistance;
            // transform.position = target.position - Vector3.forward * CurrentDistance;


        }





    }
    #endregion
}

[Serializable]
public struct MouseSettings
{
    /// <summary>
    /// ID of mouse button.
    /// </summary>
    public int mouseButtonID;

    /// <summary>
    /// Sensitivity of mouse pointer.
    /// </summary>
    public float pointerSensitivity;

    /// <summary>
    /// Sensitivity of mouse ScrollWheel.
    /// </summary>
    public float wheelSensitivity;

    /// <summary>
    /// Constructor.
    /// </summary>
    /// <param name="mouseButtonID">ID of mouse button.</param>
    /// <param name="pointerSensitivity">Sensitivity of mouse pointer.</param>
    /// <param name="wheelSensitivity">Sensitivity of mouse ScrollWheel.</param>
    public MouseSettings(int mouseButtonID, float pointerSensitivity, float wheelSensitivity)
    {
        this.mouseButtonID = mouseButtonID;
        this.pointerSensitivity = pointerSensitivity;
        this.wheelSensitivity = wheelSensitivity;
    }
}

/// <summary>
/// Range form min to max.
/// </summary>
[Serializable]
public struct Range
{
    /// <summary>
    /// Min value of range.
    /// </summary>
    public float min;

    /// <summary>
    /// Max value of range.
    /// </summary>
    public float max;

    /// <summary>
    /// Constructor.
    /// </summary>
    /// <param name="min">Min value of range.</param>
    /// <param name="max">Max value of range.</param>
    public Range(float min, float max)
    {
        this.min = min;
        this.max = max;
    }
}

/// <summary>
/// Rectangle area on plane.
/// </summary>
[Serializable]
public struct PlaneArea
{
    /// <summary>
    /// Center of area.
    /// </summary>
    public Transform center;

    /// <summary>
    /// Width of area.
    /// </summary>
    public float width;

    /// <summary>
    /// Length of area.
    /// </summary>
    public float length;

    /// <summary>
    /// Constructor.
    /// </summary>
    /// <param name="center">Center of area.</param>
    /// <param name="width">Width of area.</param>
    /// <param name="length">Length of area.</param>
    public PlaneArea(Transform center, float width, float length)
    {
        this.center = center;
        this.width = width;
        this.length = length;
    }
}

/// <summary>
/// Target of camera align.
/// </summary>
[Serializable]
public struct AlignTarget
{
    /// <summary>
    /// Center of align target.
    /// </summary>
    public Transform center;

    /// <summary>
    /// Angles of align.
    /// </summary>
    public Vector2 angles;

    /// <summary>
    /// Distance from camera to target center.
    /// </summary>
    public float distance;

    /// <summary>
    /// Range limit of angle.
    /// </summary>
    public Range angleRange;

    /// <summary>
    /// Range limit of distance.
    /// </summary>
    public Range distanceRange;

    /// <summary>
    /// Constructor.
    /// </summary>
    /// <param name="center">Center of align target.</param>
    /// <param name="angles">Angles of align.</param>
    /// <param name="distance">Distance from camera to target center.</param>
    /// <param name="angleRange">Range limit of angle.</param>
    /// <param name="distanceRange">Range limit of distance.</param>
    public AlignTarget(Transform center, Vector2 angles, float distance, Range angleRange, Range distanceRange)
    {
        this.center = center;
        this.angles = angles;
        this.distance = distance;
        this.angleRange = angleRange;
        this.distanceRange = distanceRange;
    }
}

将以上脚本拖拽到 摄像机上就可以了

挂载的脚本 设置如下 ?

 

  • 1
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值