多方向拉扯

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

public class DragThrow : MonoBehaviour 
{
	public GameObject objItem;
	public CapsuleCollider2D coll;
	public Transform itemRoot;

	Transform curTrans;
	Vector2 startPos;

	// Use this for initialization
	void Start () 
	{
		Input.multiTouchEnabled = true;
	}
	
	// Update is called once per frame
	void Update ()
	{
		//FingersTouch ();
		MouseTouch();
	}


	public bool SingleTouch()
	{
		return Input.touchCount == 1;
	}

	public bool MultipointTouch()
	{
		return Input.touchCount > 1;
	}

	public bool BegintTouch(Touch t)
	{
		return t.phase == TouchPhase.Began;
	}

	public bool EndtTouch(Touch t)
	{
		return t.phase == TouchPhase.Ended;
	}


	void FingersTouch()
	{
		for (int i = 0; i < Input.touchCount; ++i)
		{
			if (BegintTouch(Input.touches[i]))
			{
				//生成一个物体
				CreateItem(Input.touches[i].position);
			}
		}
	}

	void MouseTouch()
	{
		if (Input.GetMouseButtonDown(0))
		{
			CreateItem (GetMouseWorldPos());
		}

		if (curTrans != null)
		{
			SetAngle ();
			ChangeSize ();
		}
			
	}

	void CreateItem(Vector2 pos)
	{
		if (!coll.OverlapPoint(pos))
		{
			Debug.Log ("====================outSide");
			return;
		}

		GameObject go = Instantiate (objItem) as GameObject;
		go.transform.SetParent (itemRoot);
		go.transform.position = pos;
		go.transform.localPosition = new Vector3 (go.transform.localPosition.x,go.transform.localPosition.y,0);
		go.transform.localScale = new Vector3 (1, 0, 1);

		curTrans = go.transform;
	}

	void ChangeSize()
	{
		float x = Input.mousePosition.x - GeTransScreenPos (curTrans).x;
		float y = Input.mousePosition.y - GeTransScreenPos (curTrans).y;
		Debug.Log ("");

		float size = Mathf.Sqrt(x*x + y*y) / 500.0f;
		int f = Input.mousePosition.y > GeTransScreenPos (curTrans).y ? 1 : -1;
		curTrans.transform.localScale = new Vector3 (1,size*f*2,1);
	}

	void SetAngle()
	{
		startPos = GeTransScreenPos (curTrans);

		Vector2 line1 = startPos - new Vector2 (startPos.x, Input.mousePosition.y);
		Vector2 line2 = startPos - new Vector2(Input.mousePosition.x,Input.mousePosition.y);

		Vector3 v3 = Vector3.Cross(line1, line2);
		float angle = 0;
		if (v3.z > 0) 
		{
			angle = Vector3.Angle (line1, line2);
		}
		else
		{
			angle = 360.0f - Vector3.Angle(line1, line2);
		}
			
		curTrans.localEulerAngles = new Vector3 (0,0,angle);

	}

	Vector3 GetMouseWorldPos()
	{	
		return Camera.main.ScreenToWorldPoint (Input.mousePosition);
	}

	Vector3 GeTransScreenPos(Transform trans)
	{	
		return Camera.main.WorldToScreenPoint (trans.position);
	}
}

 

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