Unity中手指控制模型的旋转以及缩放

本篇博客介绍了一个Unity中的FingerController类,该类通过触控输入实现对象的旋转和缩放操作。使用枚举FingerIE区分不同数量的手指触控,并通过协程分别处理一根手指旋转和两根手指缩放的功能。代码展示了如何监听触摸事件并根据不同的触摸状态调整游戏对象的旋转和缩放。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

直接上代码吧,主要是两个协程 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public enum FingerIE
{
    zero,
    OneFinger,
    TwoFinger,
}
public class FingerController : MonoBehaviour
{

    public Vector3 initialRot;
    public Vector3 initialSca;
    public static FingerController instance;
    IEnumerator ie;
    FingerIE finger_num=FingerIE.zero;
    void Awake()
    {
        instance = this;
    }
    // Update is called once per frame
    void Update()
    {
       
        if (Input.touchCount == 0)
        {
            if (finger_num != FingerIE.zero)
            {
                StopCoroutine(ie);
                ie = null;
                finger_num = FingerIE.zero;
            }
        }
        else if (Input.touchCount == 1)
        {
            if (finger_num != FingerIE.OneFinger)
            {
                if (ie != null)
                {
                    StopCoroutine(ie);
                }
                ie = IMonitorMouseOneFinger();
                StartCoroutine(ie);
                finger_num = FingerIE.OneFinger;
            }
        }
        else if (Input.touchCount == 2)
        {
            if (finger_num != FingerIE.TwoFinger)
            {
                if (ie != null)
                {
                    StopCoroutine(ie);
                }
                ie = IIMonitorMouseTwoFinger();
                StartCoroutine(ie);
                finger_num = FingerIE.TwoFinger;
            }
        }
        
    }
    /// <summary>
    /// 一根手指控制转动
    /// </summary>
    /// <returns></returns>
    IEnumerator IMonitorMouseOneFinger()
    {

        Touch oneFingerTouch;
        while (true)
        {
            oneFingerTouch = Input.GetTouch(0);
            if (oneFingerTouch.phase == TouchPhase.Moved)
            {
                Vector2 deltaPos = oneFingerTouch.deltaPosition;
                transform.Rotate(-Vector3.forward * deltaPos.x * 0.2f, Space.World);
                transform.Rotate(-Vector3.left * deltaPos.y * 0.2f, Space.World);
            }
            yield return 0;
        }
    }
    /// <summary>
    /// 两个手指控制缩放
    /// </summary>
    /// <returns></returns>
    IEnumerator IIMonitorMouseTwoFinger()
    {
        Touch firstOldTouch;
        Touch secondOldTouch;
        Touch firstNewTouch;
        Touch secondNewTouch;
        float oldDistance;
        float newDistance;
        while (true)
        {
            firstOldTouch = Input.GetTouch(0);
            secondOldTouch = Input.GetTouch(1);
            oldDistance = Vector2.Distance(firstOldTouch.position, secondOldTouch.position);
            yield return 0;
            firstNewTouch = Input.GetTouch(0);
            secondNewTouch = Input.GetTouch(1);
            newDistance = Vector2.Distance(firstNewTouch.position, secondNewTouch.position);
            if (oldDistance > newDistance && this.transform.localScale.x > 0.25f)
            {
                this.transform.localScale -= Vector3.one * 0.1f;
            }
            else if (oldDistance < newDistance && this.transform.localScale.x < 2f)
            {
                this.transform.localScale += Vector3.one * 0.1f;
            }
        }
    }
    /// <summary>
    /// 复位
    /// </summary>
    public void ResetRot()
    {
        this.transform.localEulerAngles = initialRot;
        this.transform.localScale = initialSca;
    }
}

 

 

评论 1
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