using UnityEngine;
using DG.Tweening;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class Gesture : MonoBehaviour
{
public static Vector3 currentScale;
private Touch oldTouch1;
private Touch oldTouch2;
private float minFov = 0.5f;
private float maxFov = 1.5f;
float field;
private Camera main;
private Transform pai;
private void Start()
{
main = Camera.main;
}
void Update()
{
if (Input.GetMouseButton(0))
{
//旋转
if (Input.touchCount == 1)
{
Touch touch = Input.GetTouch(0);
Vector2 deltaPos = touch.deltaPosition;
transform.Rotate(Vector3.down * deltaPos.x, Space.Self);
pai.Rotate(Vector3.up * deltaPos.x, Space.World);
}
if (Input.touchCount == 2)
{
//缩放
Touch newTouch1 = Input.GetTouch(0);
Touch newTouch2 = Input.GetTouch(1);
if (newTouch2.phase == TouchPhase.Began)
{
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
float offset = newDistance - oldDistance;
float scaleFactor = offset / 500f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor, localScale.y + scaleFactor, localScale.z + scaleFactor);
if ((scale.x >= minFov && scale.x <= maxFov) && (scale.y >= minFov && scale.y <= maxFov) && (scale.z >= minFov && scale.z <= maxFov))
{
transform.localScale = scale;
currentScale = scale;
}
field = main.fieldOfView;
field -= offset / 100f;
field = Mathf.Clamp(field, minFov, maxFov);
main.fieldOfView = field;
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}
}
}
Unity AR 旋转缩放脚本
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转载自blog.csdn.net/qq_36848370/article/details/103399678
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