Unity手機端手勢基本操做

主要有單指移動3D物體、單指旋轉3D物體、雙指縮放3D物體。ide

 

基類函數

using UnityEngine;
using System.Collections;
/// <summary>
/// 手勢操做父類,並用於互斥三種手勢
/// </summary>
public class GestureControl : MonoBehaviour
{
    //記錄手勢狀態:
    //-1——沒有任何手勢在操做
    //0——移動手勢正在操做
    //1——旋轉手勢正在操做
    //2——縮放手勢正在操做
    public static int status = -1;
    //用於記錄觸碰物體的時間(區分同爲單指時移動與旋轉,詳見相應代碼)
    public static float TouchTime = 0;
 
    protected bool isSelected = false;
 
    //判斷是否事先選擇到了某物體
    protected void OnMouseDown() {
        isSelected = true;
    }
 
    //手指擡起,記錄歸零
    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>
    /// 之類相應操做
    /// </summary>
     protected virtual void InputCheck() { }
}

 

單指移動3D物體this

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;
 
public class MoveControl : GestureControl
{  
    protected override void InputCheck()
    {
        //單指移動
        if (Input.touchCount == 1)
        {
            //觸碰按住3D物體不動1秒後物體隨手指一塊兒移動
            if (Input.GetTouch(0).phase == TouchPhase.Stationary)
            {
                TouchTime += Time.deltaTime;
                if (TouchTime > 1)
                {
                    status = 0;
                }
            }
            if (status == 0)
            {
                StartCoroutine(CustomOnMouseDown());
            }
        }
    }
    IEnumerator CustomOnMouseDown()
    {
        //將物體由世界座標系轉化爲屏幕座標系,由vector3 結構體變量ScreenSpace存儲,以用來明確屏幕座標系Z軸的位置
        Vector3 ScreenPoint = Camera.main.WorldToScreenPoint(transform.position);
 
        //因爲鼠標的座標系是二維的,須要轉化成三維的世界座標系;
        Vector3 WorldPostion = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenPoint.z));
 
        //三維的狀況下才能來計算鼠標位置與物體的距離
        Vector3 distance = transform.position - WorldPostion;
 
        //當鼠標左鍵按下時
        while (Input.GetMouseButton(0))
        {
            //獲得如今鼠標的二維座標系位置
            Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenPoint.z);
            //將當前鼠標的2維位置轉化成三維的位置,再加上鼠標的移動距離
            Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + distance;
            //CurPosition就是物體應該的移動向量賦給transform的position屬性        
            transform.position = CurPosition;
            //鼠標釋放前都起做用
            yield return new WaitForFixedUpdate();
        }
    }
}

 

單指旋轉3D物體spa

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;
 
public class RotateControl : GestureControl
{
 
    protected override void InputCheck()
    {
        #region  單點觸發旋轉(真實模型旋轉)
        if (Input.touchCount == 1)
        {
            //觸摸爲移動類型
            if (Input.GetTouch(0).phase == TouchPhase.Moved)
            {
                status = 1;
                try
                {
                    StartCoroutine(CustomOnMouseDown());
                }
                catch (Exception e)
                {
                    Debug.Log(e.ToString());
                }
            }
            
        }
        #endregion
 
        #region   鍵盤A、D、W、S模擬旋轉(真實模型旋轉)
        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()
    {
        //當檢測到一直觸碰時,會不斷循環運行
        while (Input.GetMouseButton(0))
        {
            //判斷是否點擊在UI上
#if UNITY_ANDROID || UNITY_IPHONE
            if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
#else
                if (EventSystem.current.IsPointerOverGameObject())
#endif
            {
                Debug.Log("當前點擊在UI上");
            }
            else
            {
                float XX = Input.GetAxis("Mouse X");
                float YY = Input.GetAxis("Mouse Y");
                #region
                //判斷左右滑動的距離與上下滑動距離大小
                if (Mathf.Abs(XX) >= Mathf.Abs(YY))
                {
                    //單指向左滑動狀況
                    if (XX < 0)
                    {
                        transform.Rotate(Vector3.up, 45 * Time.deltaTime, Space.World);
                    }
                    //單指向右滑動狀況
                    if (XX > 0)
                    {
                        transform.Rotate(-Vector3.up, 45 * Time.deltaTime, Space.World);
                    }
                }
                else
                {
                    //單指向下滑動狀況
                    if (YY < 0)
                    {
                        transform.Rotate(Vector3.left, 45 * Time.deltaTime, Space.World);
                    }
                    //單指向上滑動狀況
                    if (YY > 0)
                    {
                        transform.Rotate(-Vector3.left, 45 * Time.deltaTime, Space.World);
                    }
                }
                #endregion
            }
            yield return new WaitForFixedUpdate();
        }
    }
}

 

雙指縮放3D物體code

using UnityEngine;
using System.Collections;
 
public class ZoomControl : GestureControl
{
    //記錄上一次手機觸摸位置判斷用戶是在左放大仍是縮小手勢  
    private Vector2 oldPosition1;
    private Vector2 oldPosition2;
    //實時大小
    Vector3 RealScale = new Vector3(1f, 1f, 1f);
    //原始大小
    float InitialScale = 0;
    //縮放速度
    public float ScaleSpeed = 0.1f;
    //縮放比例
    public float MaxScale = 2.5f;
    public float MinScale = 0.5f;
 
    void Start()
    {
        //獲取物體最原始大小
        InitialScale = this.transform.localScale.x;
    }
 
    protected override void InputCheck()
    {
        #region 多點觸摸縮放(真實模型縮放)
        
        if (Input.touchCount > 1)
        {
            status = 2;
            StartCoroutine(CustomOnMouseDown());
        }
        #endregion
    }
 
    IEnumerator CustomOnMouseDown()
    {
        //當檢測到一直觸碰時,會不斷循環運行
        while (Input.GetMouseButton(0))
        {
            //實時記錄模型大小
            RealScale = this.transform.localScale;
            if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
            {
                //觸摸位置
                Vector3 tempPosition1 = Input.GetTouch(0).position;
                Vector3 tempPosition2 = Input.GetTouch(1).position;
 
                //函數返回真爲放大,返回假爲縮小 
                if (isEnlarge(oldPosition1, oldPosition2, tempPosition1, tempPosition2))
                {
                    //判斷是否超過邊界
                    if (RealScale.x < InitialScale * MaxScale)
                    {
                        this.transform.localScale += this.transform.localScale * ScaleSpeed;
                    }
                }
                else
                {
                    //判斷是否超過邊界
                    if (RealScale.x > InitialScale * MinScale)
                    {
                        this.transform.localScale -= this.transform.localScale * ScaleSpeed;
                    }
                }
                //備份上一次的觸摸位置
                oldPosition1 = tempPosition1;
                oldPosition2 = tempPosition2;
            }
 
            yield return new WaitForFixedUpdate();
        }
    }
 
    //記錄手指位置與初始位置是縮小或放大
    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;
        }
    }
}
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