Unity实现 双指触摸放大缩小镜头 单指平移镜头

发布时间:2026/7/28 15:15:21
Unity实现 双指触摸放大缩小镜头 单指平移镜头 一、使用场景需要全场景观察模型和放大看模型局部细节的时候二、具体的脚本内容如下:/*** * Title三维可视化 项目 * 主题手势控制物体的旋转缩放 * Description * 功能 * 1、实现单指滑动左右移动镜头 * 2、双指缩放镜头 * Date2019 * Version0.1版本 * AuthorCoffee * Modify Recoder */ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Control { public class GestureControl : MonoBehaviour { //摄像机距离 public float distance 8.0f; //缩放系数 public float scaleFactor 2f; public float maxDistance 20f; public float minDistance 2f; //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 static Camera m_Camera; public bool useMouse true; public bool lookObj false; //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.GetComponentCamera(); m_CameraOffset m_Camera.transform.position; } IEnumerator LookMoveObj() { yield return new WaitForSeconds(1f); if (moveObj!null) { CameraFllow.FollowObj(m_Camera.transform, moveObj.transform); } } 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); } 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) { ScaleCamera(); } m_IsSingleFinger false; } //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; } }//Class_end }