触屏移动相机

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraMove2 : MonoBehaviour
{
//摄像机距离
public float distance = 10.0f;
//缩放系数
public float scaleFactor = 1f;

public float maxDistance = 30f;
public float minDistance = 5f;


//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;


private Vector2 lastSingleTouchPosition;

private Vector3 m_CameraOffset;
private Camera m_Camera;

public bool useMouse = true;

//定义摄像机可以活动的范围
public float xMin = -100;
public float xMax = 100;
public float zMin = -100;
public float zMax = 100;

//这个变量用来记录单指双指的变换
private bool m_IsSingleFinger;

//初始化游戏信息设置
void Start()
{
    m_Camera = this.GetComponent<Camera>();
    m_CameraOffset = m_Camera.transform.position;
}

void Update()
{
    //判断触摸数量为单点触摸
    //if (Input.touchCount == 1)
    //{
    //    if (Input.GetTouch(0).phase == TouchPhase.Began || !m_IsSingleFinger)
    //    {
    //        //在开始触摸或者从两字手指放开回来的时候记录一下触摸的位置
    //        lastSingleTouchPosition = Input.GetTouch(0).position;
    //    }
    //    if (Input.GetTouch(0).phase == TouchPhase.Moved)
    //    {
    //        //MoveCamera(Input.GetTouch(0).position);
    //        //RotateCamera(Input.GetTouch(0).position, 0.05f);
    //    }
    //    m_IsSingleFinger = true;

    //}
    //else 
    if (Input.touchCount > 1)
    {
        //当从单指触摸进入多指触摸的时候,记录一下触摸的位置
        //保证计算缩放都是从两指手指触碰开始的
        if (m_IsSingleFinger)
        {
            oldPosition1 = Input.GetTouch(0).position;
            oldPosition2 = Input.GetTouch(1).position;
        }

        if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
        {
            float x1_Offset = Input.GetTouch(0).position.x - oldPosition1.x;
            float x2_Offset = Input.GetTouch(1).position.x - oldPosition2.x;

            if ((x1_Offset > 0 && x2_Offset > 0) || (x1_Offset < 0 && x2_Offset < 0))
            {
                //RotateCamera(Input.GetTouch(0).position, 0.05f);
                //Debug.Log(Input.GetTouch(0).position.x);
                //MoveCamera2(x1_Offset, Input.GetTouch(0).position);
            }
            else if()
            {
                Debug.Log(222);
                ScaleCamera();
            }
        }

        m_IsSingleFinger = false;
    }


    #region 加个判断,不然在手机上会乱跑

    ////添加 useMouse = true;
    ////判断触摸数量为单点触摸
    //if (Input.touchCount == 1)
    //{
    //    if (Input.GetTouch(0).phase == TouchPhase.Began || !m_IsSingleFinger)
    //    { //在开始触摸或者从两字手指放开回来的时候记录一下触摸的位置 
    //        lastSingleTouchPosition = Input.GetTouch(0).position;
    //    }
    //    if (Input.GetTouch(0).phase == TouchPhase.Moved)
    //    {
    //        MoveCamera(Input.GetTouch(0).position);
    //    }
    //    m_IsSingleFinger = true;
    //}

    ////添加 useMouse = false; }
    //else if (Input.touchCount > 1)
    //{ //当从单指触摸进入多指触摸的时候,记录一下触摸的位置 //保证计算缩放都是从两指手指触碰开始的
    //    if (m_IsSingleFinger)
    //    {
    //        oldPosition1 = Input.GetTouch(0).position; oldPosition2 = Input.GetTouch(1).position;
    //    }
    //}

    #endregion


    //用鼠标的
    if (useMouse)
    {
        distance -= Input.GetAxis("Mouse ScrollWheel") * scaleFactor;
        distance = Mathf.Clamp(distance, minDistance, maxDistance);
        if (Input.GetMouseButtonDown(0))
        {
            lastSingleTouchPosition = Input.mousePosition;
            Debug.Log("GetMouseButtonDown:" + lastSingleTouchPosition);
        }
        if (Input.GetMouseButton(0))
        {
            MoveCamera(Input.mousePosition);
        }
    }
}

/// <summary>
/// 触摸缩放摄像头
/// </summary>
private void ScaleCamera()
{
    //计算出当前两点触摸点的位置
    var tempPosition1 = Input.GetTouch(0).position;
    var tempPosition2 = Input.GetTouch(1).position;


    float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);
    float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);

    //计算上次和这次双指触摸之间的距离差距
    //然后去更改摄像机的距离
    distance -= (currentTouchDistance - lastTouchDistance) * scaleFactor * Time.deltaTime;


    //把距离限制住在min和max之间
    distance = Mathf.Clamp(distance, minDistance, maxDistance);


    //备份上一次触摸点的位置,用于对比
    oldPosition1 = tempPosition1;
    oldPosition2 = tempPosition2;
}


//Update方法一旦调用结束以后进入这里算出重置摄像机的位置
private void LateUpdate()
{
    var position = m_CameraOffset + m_Camera.transform.forward * -distance;
    m_Camera.transform.position = position;
}


private void MoveCamera(Vector3 scenePos)
{
    Vector3 lastTouchPostion = m_Camera.ScreenToWorldPoint(new Vector3(lastSingleTouchPosition.x, lastSingleTouchPosition.y, -1));
    Vector3 currentTouchPosition = m_Camera.ScreenToWorldPoint(new Vector3(scenePos.x, scenePos.y, -1));

    Vector3 v = currentTouchPosition - lastTouchPostion;
    m_CameraOffset += new Vector3(v.x, 0, v.z) * m_Camera.transform.position.y;

    //把摄像机的位置控制在范围内
    m_CameraOffset = new Vector3(Mathf.Clamp(m_CameraOffset.x, xMin, xMax), m_CameraOffset.y, Mathf.Clamp(m_CameraOffset.z, zMin, zMax));
    //Debug.Log(lastTouchPostion + "|" + currentTouchPosition + "|" + v);
    lastSingleTouchPosition = scenePos;
}

private void MoveCamera2(float x1_Offset, Vector3 scenePos)
{
    //float offset = scenePos.x - lastSingleTouchPosition.x;
    if (scenePos.x != 0 && x1_Offset > 0)
    {
        //Debug.Log("Right");
        //Debug.Log("pos   " + m_Camera.transform.localPosition);
        //m_Camera.transform.localPosition += (Vector3.right * 100f);
        //Debug.Log("new pos   " + m_Camera.transform.localPosition);
        m_CameraOffset = Vector3.right * 15f;
    }
    else
    {
        m_CameraOffset = Vector3.left * 15f;
        //Debug.Log("Left");

        //m_Camera.transform.position += (Vector3.left * 100f);
    }
}

private void RotateCamera(Vector2 position, float v)
{
    float offset = position.x - lastSingleTouchPosition.x;
    if (position.x != 0 && offset > 0)
    {
        m_Camera.transform.Rotate(0, v * position.x, 0);
    }
    else
    {
        m_Camera.transform.Rotate(0, -v * position.x, 0);
    }
}

}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值