unity 实现两个手指缩放功能有很多插件,比如easyTouch、FingerGestures、TouchKit等这些均为功能比较多插件,有时候单纯为了一个手指缩放的单一功能又没有必要导入插件,所以一下为代码,缩放通过控制scale来实现
(一)双指缩放
public float shrinkScale = 0.5f;
private Vector2 initPostion1;
private Vector2 initPostion2;
private Vector2 tempPostion1;
private Vector2 tempPostion2;
private bool isInited;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.touchCount > 1)
{
//if(!isInited)
//{
// initPostion1 = Input.GetTouch(0).position;
// initPostion2 = Input.GetTouch(1).position;
// isInited = true;
//}
if(Input.GetTouch(1).phase==TouchPhase.Began)
{
initPostion1 = Input.GetTouch(0).position;
initPostion2 = Input.GetTouch(1).position;
}
if (Input.GetTouch(0).phase == TouchPhase.Moved||
Input.GetTouch(1).phase == TouchPhase.Moved)
{
tempPostion1 = Input.GetTouch(0).position;
tempPostion2 = Input.GetTouch(1).position;
Vector3 iniScale = GetComponent().localScale;
float initDis = Vector2.Distance(initPostion1, initPostion2);
float tempDis = Vector2.Distance(tempPostion1, tempPostion2);
float offset = tempDis - initDis;
float offsetScale = (offset / initDis) * shrinkScale;//可加Time.delatTime
Vector3 scale = new Vector3(iniScale.x + offsetScale,iniScale.y + offsetScale,1);
GetComponent().localScale = new Vector3(Mathf.Clamp(scale.x, 0.3f, 1),
Mathf.Clamp(scale.y, 0.3f, 1), 1);
initPostion1 = tempPostion1;
initPostion2 = tempPostion2;
}
//else
//{
// isInited = false;
//}
}
}
(二)单指长按
private bool newTouch; private float newTouchTime; private float touchTime = 1f; if(Input.touchCount > 0) { Touch touch = Input.GetTouch(0); if(touch.phase == TouchPhase.Began) { newTouch = true; newTouchTime = Time.time; } else if(touch.phase == TouchPhase.Stationary) { if(Time.time-newTouchTime > touchTime && newTouch) { //TODO:长按事件 } } else { newTouch = false; } }
(三)单指旋转
public GameObject GoToBeMoved; private float speed = 1; if(Input.touchCount>0) { if(Input.touchCount==1) { if(Input.GetTouch(0).phase==TouchPhase.Moved) { float vel = Input.GetAxis("Mouse X") * Time.deltaTime* speed; GoToBeMoved.transform.Rotate(Vector3.up * vel,Space.World); } } }