Unity实现 双指触摸放大缩小镜头 单指平移镜头

一、使用场景需要全场景观察模型和放大看模型局部细节的时候


二、具体的脚本内容如下:

/***
*	Title:"三维可视化" 项目
*		主题:手势控制物体的旋转缩放
*	Description:
*		功能:
*                    1、实现单指滑动左右移动镜头
*                    2、双指缩放镜头           
*	Date:2019
*	Version:0.1版本
*	Author:Coffee
*	Modify Recoder:
*/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Control
{
	public class GestureControl : MonoBehaviour
	{
        //摄像机距离
        public float distance = 8.0f;
        //缩放系数
        public float scaleFactor = 2f;


        public float maxDistance = 20f;
        public float minDistance = 2f;


        //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 Vector2 lastSingleTouchPosition;

        private Vector3 m_CameraOffset;
        private static Camera m_Camera;

        public bool useMouse = true;
        public bool lookObj = false;

        //定义摄像机可以活动的范围
        public float xMin = -100;
        public float xMax = 100;
        public float zMin = -100;
        public float zMax = 100;

        //这个变量用来记录单指双指的变换
        private bool m_IsSingleFinger;

        //初始化游戏信息设置
        void Start()
        {
            m_Camera = this.GetComponent<Camera>();
            m_CameraOffset = m_Camera.transform.position;        
        }

        IEnumerator LookMoveObj()
        {
            yield return new  WaitForSeconds(1f);
            if (moveObj!=null)
            {
                CameraFllow.FollowObj(m_Camera.transform, moveObj.transform);
                
            }
            
        }

        void Update()
        {
            //判断触摸数量为单点触摸
            if (Input.touchCount == 1)
            {
                if (Input.GetTouch(0).phase == TouchPhase.Began || !m_IsSingleFinger)
                {
                    //在开始触摸或者从两字手指放开回来的时候记录一下触摸的位置
                    lastSingleTouchPosition = Input.GetTouch(0).position;
                }
                if (Input.GetTouch(0).phase == TouchPhase.Moved)
                {
                    MoveCamera(Input.GetTouch(0).position);
                }
                m_IsSingleFinger = true;

            }
            else if (Input.touchCount > 1)
            {
                //当从单指触摸进入多指触摸的时候,记录一下触摸的位置
                //保证计算缩放都是从两指手指触碰开始的
                if (m_IsSingleFinger)
                {
                    oldPosition1 = Input.GetTouch(0).position;
                    oldPosition2 = Input.GetTouch(1).position;
                }

                if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
                {
                    ScaleCamera();
                }

                m_IsSingleFinger = false;
            }


            //用鼠标的
            if (useMouse)
            {
                distance -= Input.GetAxis("Mouse ScrollWheel") * scaleFactor;
                distance = Mathf.Clamp(distance, minDistance, maxDistance);
                if (Input.GetMouseButtonDown(0))
                {
                    lastSingleTouchPosition = Input.mousePosition;
                    //Debug.Log("GetMouseButtonDown:" + lastSingleTouchPosition);
                }
                if (Input.GetMouseButton(0))
                {
                    MoveCamera(Input.mousePosition);
                }
            }


        }

        /// <summary>
        /// 触摸缩放摄像头
        /// </summary>
        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
            distance -= (currentTouchDistance - lastTouchDistance) * scaleFactor * Time.deltaTime;


            //把距离限制住在min和max之间
            distance = Mathf.Clamp(distance, minDistance, maxDistance);


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


        //Update方法一旦调用结束以后进入这里算出重置摄像机的位置
        private void LateUpdate()
        {
            var position = m_CameraOffset + m_Camera.transform.forward * -distance;
            m_Camera.transform.position = position
        }


        private void MoveCamera(Vector3 scenePos)
        {
            Vector3 lastTouchPostion = m_Camera.ScreenToWorldPoint(new Vector3(lastSingleTouchPosition.x, lastSingleTouchPosition.y, -1));
            Vector3 currentTouchPosition = m_Camera.ScreenToWorldPoint(new Vector3(scenePos.x, scenePos.y, -1));

            Vector3 v = currentTouchPosition - lastTouchPostion;
            m_CameraOffset += new Vector3(v.x, 0, v.z) * m_Camera.transform.position.y;

            //把摄像机的位置控制在范围内
            m_CameraOffset = new Vector3(Mathf.Clamp(m_CameraOffset.x, xMin, xMax), m_CameraOffset.y, Mathf.Clamp(m_CameraOffset.z, zMin, zMax));
            //Debug.Log(lastTouchPostion + "|" + currentTouchPosition + "|" + v);
            lastSingleTouchPosition = scenePos;
        }

	}//Class_end
}

 

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