using UnityEngine;
using System.Collections;
using System.IO;
public class Move : MonoBehaviour
{
private Touch oldTouch1; //上次触摸点1(手指1)
private Touch oldTouch2; //上次触摸点2(手指2)
public float timer = 2.0f;
void Start()
{
}
Vector3 screenPos;
Vector3 detalPos;
Vector3 velocity;
float damp=0.2f;
bool isDrag=false;
Vector3 startMousePosition;
void Update()
{
#if UNITY_EDITOR
if (Input.GetMouseButton(0)) {
float x=Input.GetAxis("Mouse X");
float y=Input.GetAxis("Mouse Y");
if (Input.GetMouseButtonDown(0)) {
startMousePosition=Input.mousePosition;
screenPos = Camera.main.WorldToScreenPoint (transform.position);
Vector3 worldPos = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenPos.z)); detalPos = transform.position -worldPos; timer = 0f; } else if (Input.mousePosition == startMousePosition){ if (timer >= 1f) isDrag = true; else { timer += Time.deltaTime; if(isDrag) isDrag=false; } } else if (Input.mousePosition != startMousePosition) { if (isDrag) { //screenPos = Camera.main.WorldToScreenPoint (transform.position); Vector3 targetPos = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenPos.z)); transform.position = Vector3.SmoothDamp (transform.position, targetPos +detalPos, ref velocity, damp); } else { //相对于世界坐标中心向右旋转物体 transform.Rotate(transform.TransformDirection(Vector3.down),x, Space.World); //相对于世界坐标中心向上旋转物体 transform.Rotate(Camera.main.transform.TransformDirection(Vector3.right),y, Space.World); } } } return; #endif // if (2 == Input.touchCount) { //多点触摸, 放大缩小 Touch newTouch1 = Input.GetTouch (0); Touch newTouch2 = Input.GetTouch (1); //第2点刚开始接触屏幕, 只记录,不做处理 if (newTouch2.phase == TouchPhase.Began) { oldTouch2 = newTouch2; oldTouch1 = newTouch1; return; } //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 (oldTouch1.position, oldTouch2.position); float newDistance = Vector2.Distance (newTouch1.position, newTouch2.position); //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; //放大因子, 一个像素按 0.01倍来算(100可调整) float scaleFactor = offset / 100f; Vector3 localScale = transform.localScale; Vector3 scale = new Vector3 (localScale.x + scaleFactor, localScale.y + scaleFactor, localScale.z + scaleFactor); //最小缩放到 0.3 倍 // if (scale.x < 0.3f) { // scale = Vector3.one * 0.3f; // } else if (scale.x > 3f) { // scale = Vector3.one * 3f; // } scale =Vector3.one* Mathf.Clamp (scale.x,0.3f,3f); transform.localScale = scale; //记住最新的触摸点,下次使用 oldTouch1 = newTouch1; oldTouch2 = newTouch2; } } }