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;
        }
    }
}