using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// /// 手势操作 /// public class TouchScreen : MonoBehaviour { public Transform currentTra; private Touch oldTouch1; //上次触摸点1(手指1) private Touch oldTouch2; //上次触摸点2(手指2) Touch newTouch1; Touch newTouch2; float divisor = 9.353074f;//初始模型缩放比例 public float MaxScale; public float MinScale; public bool IsTouch; // Start is called before the first frame update private void Awake() { MaxScale = 2 * divisor; MinScale = 0.8f * divisor; } void Start() { //currentTra = this.transform; } // Update is called once per frame void Update() { if (IsTouch) { //没有触摸 if (Input.touchCount <= 0) { return; } //单点拖动 else if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) { // //var deltaposition = Input.GetTouch(0).deltaPosition; //transform.Translate(new Vector3(deltaposition.x * 0.01f, deltaposition.y * 0.01f, 0f), Space.World); //Debug.Log("单点触摸, 水平上下旋转 "); Touch touch = Input.GetTouch(0); Vector2 deltaPos = touch.deltaPosition;//位置增量 if (Mathf.Abs(deltaPos.x) >= 3 || Mathf.Abs(deltaPos.y) >= 3) { transform.Rotate(Vector3.down * deltaPos.x, Space.World);//绕y轴旋转 transform.Rotate(Vector3.right * deltaPos.y, Space.World);//绕x轴 } } //双指旋转 && 缩放 else if (2 <= Input.touchCount) { ////Debug.Log("单点触摸, 水平上下旋转 "); //Touch touch = Input.GetTouch(0); //Vector2 deltaPos = touch.deltaPosition;//位置增量 //if (Mathf.Abs(deltaPos.x) >= 3 || Mathf.Abs(deltaPos.y) >= 3) //{ // transform.Rotate(Vector3.down * deltaPos.x, Space.World);//绕y轴旋转 // transform.Rotate(Vector3.right * deltaPos.y, Space.World);//绕x轴 //} //缩放 newTouch1 = Input.GetTouch(0);// newTouch2 = Input.GetTouch(1); if (newTouch2.phase == TouchPhase.Began) { oldTouch2 = newTouch2; oldTouch1 = newTouch1; return; } float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);//计算两点距离 float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);//计算两点距离 float offset = newDistance - oldDistance; if (Mathf.Abs(offset) >= 3) { Debug.Log(offset); //放大因子, 一个像素按 0.01倍来算(100可调整) float scaleFactor = offset / 100f; Vector3 localScale = transform.localScale; Vector3 scale = new Vector3(localScale.x + scaleFactor, localScale.y + scaleFactor, localScale.z + scaleFactor); //最小缩放到 0.3 倍 最大1.5倍 if (scale.x > MinScale && scale.x < MaxScale) { transform.localScale = scale;//赋新值 } //记住最新的触摸点,下次使用 oldTouch1 = newTouch1; oldTouch2 = newTouch2; } } } } }