SetInputSystem屏幕上点击的点位置为(x,y)
事件
public delegate void touchevent(Vector2[] touchesPos);
public static event touchevent touchMove;移动
public static event touchevent touchDown;按下
public static event touchevent touchUp;抬起
private static Camera targetCamera;
public static Camera TargetCamera
{
get
{
if (targetCamera== null && GameStart.Instance.Eyes.Length != 0)
{
targetCamera= GameStart.Instance.Eyes[0].GetComponent();
}
return targetCamera;
}
}
public class Point
{
public float x;
public float y;
}
public class GestureBean
{
public int status = -1;
public List pointList;
}
void SetInputSystem()
{
var phase = TouchPhase.None;
if (GetFirstPoint(gestureBean.pointList, out Vector2 touchPos))
{
Vector2 vector2 = GetScreenPos(TargetCamera, touchPos);
switch (@gestureBean.status)
{
case 0: //单指DOWN
Debug.Log("单指DOWN");
phase = TouchPhase.Began;
break;
case 1: //1:手指UP
Debug.Log("手指UP");
phase = TouchPhase.Canceled;
break;
case 2: //2:手指MOVE
Debug.Log("手指MOVE");
phase = TouchPhase.Moved;
break;
case 5: //5:多指DOWN
Debug.Log("多指DOWN");
phase = TouchPhase.Began;
break;
}
if (phase == default)
return;
InputSystem.QueueStateEvent(currentTouch, new TouchState
{
phase = phase,
position = vector2 //GetScreenPos(LeftCamera, touchPos),
});
}
}
static bool GetFirstPoint(List pointList, out Vector2 pos)
{
if (pointList != null && pointList.Count > 0)
{
pos = new Vector2(pointList[0].x, pointList[0].y);
return true;
}
pos = Vector2.zero;
return false;
}
public static Vector2 GetScreenPos(Camera targetCamera, Vector2 mousePercent)
{
Vector2 temp = new Vector2(mousePercent.x, 1 - mousePercent.y);
return targetCamera.ViewportToScreenPoint(temp);
}
invokeTouchEvent
void InvokeTouchEvent(GestureBean gestureBean)
{
if (gestureBean.pointList.Count == 0)
{
return;
}
Vector2[] temp = new Vector2[gestureBean.pointList.Count];
for (int i = 0; i < temp.Length; i++)
{
temp[i] = GetScreenPos(TargetCamera, new Vector2(gestureBean.pointList[i].x, gestureBean.pointList[i].y));
}
switch (@gestureBean.status)
{
case 0: //单指DOWN
touchDown?.Invoke(temp);
break;
case 1: //1:手指UP
touchUp?.Invoke(temp);
break;
case 2: //2:手指MOVE
touchMove?.Invoke(temp);
break;
case 5: //5:多指DOWN
touchDown?.Invoke(temp);
break;
}
}
OnEnable&&OnDisable
private void OnEnable()
{
TouchEventMsg.touchDown += TouchDown;
TouchEventMsg.touchMove += TouchMove;
TouchEventMsg.touchUp += TouchUp;
}
private void OnDisable()
{
TouchEventMsg.touchDown -= TouchDown;
TouchEventMsg.touchMove -= TouchMove;
TouchEventMsg.touchUp -= TouchUp;
}
TouchDown
void TouchDown(Vector2[] touchesPos)
{
if (touchesPos.Length > 0)
{
DragDown(touchesPos[0]);
}
}
void DragDown(Vector2 pos)
{
Vector2 viewPort = LeftCamera.ScreenToViewportPoint(pos);
//整体初始位置 Camera.main.
Ray ray = LeftCamera.ViewportPointToRay(viewPort);
//从摄像机发出到点击坐标的射线
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo, 100,~ (1<< LayerMask.NameToLayer("ModelChild"))))
{
GameObject go = hitInfo.collider.gameObject;
print("点击到模型:" + go.name);
...
}
}
TouchMove
void TouchMove(Vector2[] touchesPos)
{
if (touchesPos.Length == 1)
{
Drags(touchesPos);
}
else if (touchesPos.Length == 2)
{
TouchCheck(touchesPos);
}
}
void Drags(Vector2[] touchesPos)
{
if (lastTouch_Single == Vector2.zero || lastTouch_Single == null)
lastTouch_Single = touchesPos[0];
Vector2 deltaPos = touchesPos[0]-lastTouch_Single;//触摸点位置,在两帧时间内的改变(即这一帧触摸点的位置,减去前一帧触摸点的位置)
float angle = Mathf.Atan2(deltaPos.x, deltaPos.y) * 180.0f / Mathf.PI;
Vector3 newVec = Quaternion.AngleAxis(-angle, LeftCamera.transform.forward) * LeftCamera.transform.right;
float delta = 0.5f * Mathf.Sqrt(deltaPos.x * deltaPos.x + deltaPos.y * deltaPos.y);
...
lastTouch_Single = touchesPos[0];
}
void TouchCheck(Vector2[] touches)
{
if (lastTouch == null || lastTouch.Length!= 2)
lastTouch = touches;
//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(lastTouch[0], lastTouch[1]);
float newDistance = Vector2.Distance(touches[0], touches[1]);
//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;
Debug.Log("offset:" + offset);
MoveWithTwoFingures(touches);
//LogText.text = offset.ToString();
//放大系数
float scaleFactor = offset / 500f;
Vector3 localScale = GameManager.Instance.list_cureentSelectGo[0].transform.localScale;
Debug.Log("scaleFactor:" + scaleFactor + ";localScale" + localScale);
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
ScaleWithTwoFingures(scale, 0.3f);
//记住最新的触摸点,下次使用
lastTouch = touches;
}
public void MoveWithTwoFingures(Vector2[] touches)
{
if (touches[0].x > lastTouch[0].x && touches[1].x > lastTouch[1].x)
{
Vector2 deltaPos = touches[0]-lastTouch[0];//触摸点位置,在两帧时间内的改变(即这一帧触摸点的位置,减去前一帧触摸点的位置)
...
}
if (touches[0].x < lastTouch[0].x && touches[1].x < lastTouch[1].x)
{
Vector2 deltaPos = touches[0]-lastTouch[0];//触摸点位置,在两帧时间内的改变(即这一帧触摸点的位置,减去前一帧触摸点的位置)
...
}
if (touches[0].y > lastTouch[0].y && touches[1].y > lastTouch[1].y)
{
Vector2 deltaPos = touches[0]-lastTouch[0];//触摸点位置,在两帧时间内的改变(即这一帧触摸点的位置,减去前一帧触摸点的位置)
...
}
if (touches[0].y < lastTouch[0].y && touches[1].y a && scale.y > a && scale.z > a)
{
...
}
}
TouchUp
void TouchUp(Vector2[] touchesPos)
{
lastTouch = null;
lastTouch_Single = Vector2.zero;
}