1.點擊拖拽3D物體,適用於PC、安卓
1.需要UGUI
2.需要Collider、場景中要存在EventSystem
3.將腳本掛載物體上即可
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
//安卓 PC都好用 點擊物體移動
/// <summary>
/// 物體上要有collider
/// 場景中要存在EventSystem
/// </summary>
[RequireComponent(typeof(RectTransform))]
public class EventClick : MonoBehaviour, IPointerClickHandler
{
public Text text;
private bool isDrag = false;
//偏移量
private Vector3 offset = Vector3.zero;
public void OnPointerClick(PointerEventData eventData)
{
text.text="點到我啦!!!";
}
IEnumerator OnMouseDown()
{
//將物體由世界座標系轉化爲屏幕座標系,由vector3 結構體變量ScreenSpace存儲,以用來明確屏幕座標系Z軸的位置
Vector3 ScreenSpace = Camera.main.WorldToScreenPoint(transform.position);
//完成了兩個步驟,1由於鼠標的座標系是2維的,需要轉化成3維的世界座標系,2只有三維的情況下才能來計算鼠標位置與物體的距離,offset即是距離
Vector3 offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
Debug.Log("down");
//當鼠標左鍵按下時
while (Input.GetMouseButton(0))
{
//得到現在鼠標的2維座標系位置
Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z);
//將當前鼠標的2維位置轉化成三維的位置,再加上鼠標的移動量
Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
//CurPosition就是物體應該的移動向量賦給transform的position屬性
transform.position = CurPosition;
yield return new WaitForFixedUpdate();
}
}
}
2.UGUI雙指放大縮放旋轉物體
1.安卓端好用,PC端不行
2.需要Collider、場景中要存在EventSystem
3.將腳本掛載物體上即可
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum FingerIE
{
zero,
OneFinger,
TwoFinger,
}
public class Demo : MonoBehaviour
{
public Vector3 initialRot;
public Vector3 initialSca;
public static Demo 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>
/// 一根手指控制轉動
/// </summary>
/// <returns></returns>
IEnumerator IMonitorMouseOneFinger()
{
//單手操作
Touch oneFingerTouch;
while (true)
{
oneFingerTouch = Input.GetTouch(0);
if (oneFingerTouch.phase == TouchPhase.Moved)
{
Vector2 deltaPos = oneFingerTouch.deltaPosition;
transform.Rotate(-Vector3.up * deltaPos.x * 0.2f, Space.World);
transform.Rotate(-Vector3.left * deltaPos.y * 0.2f, Space.World);
}
yield return 0;
}
}
/// <summary>
/// 兩個手指控制縮放
/// </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>
/// 復位
/// </summary>
public void ResetRot()
{
this.transform.localEulerAngles = initialRot;
this.transform.localScale = initialSca;
}
}