Unity釋出安卓進行模型縮放和旋轉
using UnityEngine; using System.Collections;
public class ScaleAndRotate : MonoBehaviour { private Touch oldTouch1; //上次觸控點1(手指1) private Touch oldTouch2; //上次觸控點2(手指2) void Update() { //沒有觸控,就是觸控點為0 if (Input.touchCount <= 0) { return; } //單點觸控, 水平上下旋轉 if (1 == Input.touchCount) { Touch touch = Input.GetTouch(0); Vector2 deltaPos = touch.deltaPosition; transform.Rotate(Vector3.down * deltaPos.x, Space.World);//繞Y軸進行旋轉 transform.Rotate(Vector3.right * deltaPos.y, Space.World);//繞X軸進行旋轉,下面我們還可以寫繞Z軸進行旋轉 // transform.Rotate(Vector3.forward * deltaPos.z, Space.World);//繞X軸進行旋轉,下面我們還可以寫繞Z軸進行旋轉 } //多點觸控, 放大縮小 Touch newTouch1 = Input.GetTouch(0); Touch newTouch2 = Input.GetTouch(1); //第2點剛開始接觸螢幕, 只記錄,不做處理 if (newTouch2.phase == TouchPhase.Began) { oldTouch2 = newTouch2; oldTouch1 = newTouch1; return; } //計算老的兩點距離和新的兩點間距離,變大要放大模型,變小要縮放模型 float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position); float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position); //兩個距離之差,為正表示放大手勢, 為負表示縮小手勢 float offset = newDistance - oldDistance; //放大因子, 一個畫素按 0.01倍來算(100可調整) float scaleFactor = offset / 100f; Vector3 localScale = transform.localScale; Vector3 scale = new Vector3(localScale.x + scaleFactor, localScale.y + scaleFactor, localScale.z + scaleFactor); //在什麼情況下進行縮放 if (scale.x >= 0.05f && scale.y >= 0.05f && scale.z >= 0.05f) { transform.localScale = scale; } //記住最新的觸控點,下次使用 oldTouch1 = newTouch1; oldTouch2 = newTouch2; } }