主要有单指移动3D物体、单指旋转3D物体、双指缩放3D物体。
基类
using UnityEngine;
using System.Collections;
/// <summary>
/// 手势操作父类,并用于互斥三种手势
/// </summary>
public class GestureControl : MonoBehaviour
{
//记录手势状态:
//-1——没有任何手势在操作
//0——移动手势正在操作
//1——旋转手势正在操作
//2——缩放手势正在操作
public static int status = -1;
//用于记录触碰物体的时间(区分同为单指时移动与旋转,详见相应代码)
public static float TouchTime = 0;
protected bool isSelected = false;
//判断是否事先选择到了某物体
protected void OnMouseDown() {
isSelected = true;
}
//手指抬起,记录归零
protected void OnMouseUp() {
isSelected = false;
status = -1;
TouchTime = 0;
}
// Update is called once per frame
protected void Update()
{
if (!isSelected)
{
return;
}
else if(status == -1)
{
InputCheck();
}
}
/// <summary>
/// 之类相应操作
/// </summary>
protected virtual void InputCheck() { }
}
单指移动3D物体
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;
public class MoveControl : GestureControl
{
protected override void InputCheck()
{
//单指移动
if (Input.touchCount == 1)
{
//触碰按住3D物体不动1秒后物体随手指一起移动
if (Input.GetTouch(0).phase == TouchPhase.Stationary)
{
TouchTime += Time.deltaTime;
if (TouchTime > 1)
{
status = 0;
}
}
if (status == 0)
{
StartCoroutine(CustomOnMouseDown());
}
}
}
IEnumerator CustomOnMouseDown()
{
//将物体由世界坐标系转化为屏幕坐标系,由vector3 结构体变量ScreenSpace存储,以用来明确屏幕坐标系Z轴的位置
Vector3 ScreenPoint = Camera.main.WorldToScreenPoint(transform.position);
//由于鼠标的坐标系是二维的,需要转化成三维的世界坐标系;
Vector3 WorldPostion = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenPoint.z));
//三维的情况下才能来计算鼠标位置与物体的距离
Vector3 distance = transform.position - WorldPostion;
//当鼠标左键按下时
while (Input.GetMouseButton(0))
{
//得到现在鼠标的二维坐标系位置
Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenPoint.z);
//将当前鼠标的2维位置转化成三维的位置,再加上鼠标的移动距离
Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + distance;
//CurPosition就是物体应该的移动向量赋给transform的position属性
transform.position = CurPosition;
//鼠标释放前都起作用
yield return new WaitForFixedUpdate();
}
}
}
单指旋转3D物体
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;
public class RotateControl : GestureControl
{
protected override void InputCheck()
{
#region 单点触发旋转(真实模型旋转)
if (Input.touchCount == 1)
{
//触摸为移动类型
if (Input.GetTouch(0).phase == TouchPhase.Moved)
{
status = 1;
try
{
StartCoroutine(CustomOnMouseDown());
}
catch (Exception e)
{
Debug.Log(e.ToString());
}
}
}
#endregion
#region 键盘A、D、W、S模拟旋转(真实模型旋转)
if (Input.GetKeyDown(KeyCode.A))
{
transform.Rotate(Vector3.up, 45 * Time.deltaTime, Space.World);
}
if (Input.GetKeyDown(KeyCode.D))
{
transform.Rotate(Vector3.up, -45 * Time.deltaTime, Space.World);
}
if (Input.GetKeyDown(KeyCode.W))
{
transform.Rotate(Vector3.left, 45 * Time.deltaTime, Space.World);
}
if (Input.GetKeyDown(KeyCode.S))
{
transform.Rotate(Vector3.left, -45 * Time.deltaTime, Space.World);
}
#endregion
}
IEnumerator CustomOnMouseDown()
{
//当检测到一直触碰时,会不断循环运行
while (Input.GetMouseButton(0))
{
//判断是否点击在UI上
#if UNITY_ANDROID || UNITY_IPHONE
if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
#else
if (EventSystem.current.IsPointerOverGameObject())
#endif
{
Debug.Log("当前点击在UI上");
}
else
{
float XX = Input.GetAxis("Mouse X");
float YY = Input.GetAxis("Mouse Y");
#region
//判断左右滑动的距离与上下滑动距离大小
if (Mathf.Abs(XX) >= Mathf.Abs(YY))
{
//单指向左滑动情况
if (XX < 0)
{
transform.Rotate(Vector3.up, 45 * Time.deltaTime, Space.World);
}
//单指向右滑动情况
if (XX > 0)
{
transform.Rotate(-Vector3.up, 45 * Time.deltaTime, Space.World);
}
}
else
{
//单指向下滑动情况
if (YY < 0)
{
transform.Rotate(Vector3.left, 45 * Time.deltaTime, Space.World);
}
//单指向上滑动情况
if (YY > 0)
{
transform.Rotate(-Vector3.left, 45 * Time.deltaTime, Space.World);
}
}
#endregion
}
yield return new WaitForFixedUpdate();
}
}
}
双指缩放3D物体
using UnityEngine;
using System.Collections;
public class ZoomControl : GestureControl
{
//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;
//实时大小
Vector3 RealScale = new Vector3(1f, 1f, 1f);
//原始大小
float InitialScale = 0;
//缩放速度
public float ScaleSpeed = 0.1f;
//缩放比例
public float MaxScale = 2.5f;
public float MinScale = 0.5f;
void Start()
{
//获取物体最原始大小
InitialScale = this.transform.localScale.x;
}
protected override void InputCheck()
{
#region 多点触摸缩放(真实模型缩放)
if (Input.touchCount > 1)
{
status = 2;
StartCoroutine(CustomOnMouseDown());
}
#endregion
}
IEnumerator CustomOnMouseDown()
{
//当检测到一直触碰时,会不断循环运行
while (Input.GetMouseButton(0))
{
//实时记录模型大小
RealScale = this.transform.localScale;
if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
{
//触摸位置
Vector3 tempPosition1 = Input.GetTouch(0).position;
Vector3 tempPosition2 = Input.GetTouch(1).position;
//函数返回真为放大,返回假为缩小
if (isEnlarge(oldPosition1, oldPosition2, tempPosition1, tempPosition2))
{
//判断是否超过边界
if (RealScale.x < InitialScale * MaxScale)
{
this.transform.localScale += this.transform.localScale * ScaleSpeed;
}
}
else
{
//判断是否超过边界
if (RealScale.x > InitialScale * MinScale)
{
this.transform.localScale -= this.transform.localScale * ScaleSpeed;
}
}
//备份上一次的触摸位置
oldPosition1 = tempPosition1;
oldPosition2 = tempPosition2;
}
yield return new WaitForFixedUpdate();
}
}
//记录手指位置与初始位置是缩小或放大
bool isEnlarge(Vector2 oP1, Vector2 oP2, Vector2 nP1, Vector2 nP2)
{
float leng1 = Mathf.Sqrt((oP1.x - oP2.x) * (oP1.x - oP2.x) + (oP1.y - oP2.y) * (oP1.y - oP2.y));
float leng2 = Mathf.Sqrt((nP1.x - nP2.x) * (nP1.x - nP2.x) + (nP1.y - nP2.y) * (nP1.y - nP2.y));
if (leng1 < leng2)
{
return true;
}
else
{
return false;
}
}
}