unity中触摸改变物体的移动缩放
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2022-06-11 09:11:16
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在以往的unity中物体的移动缩放的过程中,往往会出现一个问题,就是相机跟随,导致物体变形,所以自己就想不要物体变形,物体又可以移动缩放,在网上查了很多,没有具体的代码,自己根据前人经验,来写这几句代码,如有错误,请大家修改指正,我已经测试,没有问题。可以编译到Android或者是Webgl上手机打开,但是这个代码只能触摸的,如果大家有好的,请留言
下载连接:http://download.csdn.net/download/xuxinqingjiao1/10178507
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Move : MonoBehaviour
{
private Touch oldTouch1; //手指触摸点1
private Touch oldTouch2; //手指触摸点2
public float speed = 0.005F;
void Update()
{
if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Vector3 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
transform.Translate(touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0);
}
if (Input.touchCount > 1)
{
////多点触摸, 放大缩小
Touch newTouch1 = Input.GetTouch(0);
Touch newTouch2 = Input.GetTouch(1);
//第2点刚开始接触屏幕, 只记录,不做处理
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
//计算老的两点距离和新的两点间距离,变大要放大模型,变小要缩放模型
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
//两个距离之差,为正表示放大手势, 为负表示缩小手势
float offset = newDistance - oldDistance;
//放大因子, 一个像素按 0.01倍来算(200可调整)
float scaleFactor = offset / 200f;
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
if (scale.x > 0.3f && scale.y > 0.3f && scale.z > 0.3f)
{
transform.localScale = scale;
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}
}
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