unity开发 相机旋转、缩放、拖动、抖动等控制

下面展示一些 相机旋转、缩放、拖动、抖动等控制

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HedgehogTeam.EasyTouch;
using MR_LBS.Client.Unity3D;
using UnityEngine.EventSystems;

/***
 * 相机移动旋转
 * **/
public class CameraController : MonoBehaviour
{
    
    
    [HideInInspector]
    public static CameraController instance;
    [HideInInspector]
    public bool dragSign;
    //拖动
    public float size = 45;
    public float maxSize = 55;
    public float minSize = 25;
    private float desiredDistance;
    private Vector3 desiredPosition;//单指拖动后,相机的未来坐标

    public float xSpeed = 20.0f;
    public float ySpeed = 20.0f;
    public float pinchSpeed = 10f;

    private float xDeg = 0.0f;
    private float yDeg = 0.0f;

    //抖屏
    public float shakeLevel = 4f;// 震动幅度
    public float setShakeTime = 0.7f;   // 震动时间
    public float shakeFps = 45f;    // 震动的FPS

    /// <summary>
    /// 震动标志
    /// </summary>
    private bool isshakeCamera = true;
    /// <summary>
    /// 是否允许抖屏(防止投兵出问题)
    /// </summary>
    private bool enableIsshake = true;
    private float fps;
    private float shakeTime = 0.0f;
    private float frameTime = 0.0f;
    private float shakeDelta = 0.005f;
    private Camera selfCamera;
    MainView mainView;
   
    private void Awake()
    {
    
    
        instance = this;
        EasyTouch.AddCamera(Camera.main);//给easytouch的相机赋值
    }
    void Start()
    {
    
    
        dragSign = true;
        Init();
        mainView = MainView.instance;
    }
    private void Update()
    {
    
    
        // Debug.Log(Vector3.Magnitude(transform.position - target.position));
    }
    /// <summary>
    /// 在OnEnable中注册EasyTouch事件
    /// </summary>
    void OnEnable()
    {
    
    
        Init();
        //添加委托
        EasyTouch.On_Drag += On_Drag;
        //EasyTouch.On_DragStart += On_DragStart;
        //EasyTouch.On_DragEnd += On_DragEnd;

        //EasyTouch.On_TouchStart2Fingers += On_TouchStart2Fingers;
        EasyTouch.On_PinchIn += On_PinchIn;
        EasyTouch.On_PinchOut += On_PinchOut;
        EasyTouch.On_OverUIElement += On_OverUIElement;
        EasyTouch.On_UIElementTouchUp += On_UIElementTouchUp;
        //EasyTouch.On_PinchEnd += On_PinchEnd;
        //屏幕抖动
        selfCamera = gameObject.GetComponent<Camera>();
        shakeTime = setShakeTime;
        fps = shakeFps;
        frameTime = 0.03f;
        shakeDelta = 0.005f;
    }
    /// <summary>
    /// 在OnDisable中取消注册事件
    /// </summary>
    void OnDisable()
    {
    
    
        UnsubscribeEvent_Drag();
        UnsubscribeEvent_Pinch();
    }
    /// <summary>
    /// 在OnDestroy中删除注册事件
    /// </summary>
    void OnDestroy()
    {
    
    
        UnsubscribeEvent_Drag();
        UnsubscribeEvent_Pinch();
    }

    void UnsubscribeEvent_Pinch()
    {
    
    
        //删除委托
        //EasyTouch.On_TouchStart2Fingers -= On_TouchStart2Fingers;
        EasyTouch.On_PinchIn -= On_PinchIn;
        EasyTouch.On_PinchOut -= On_PinchOut;
        EasyTouch.On_Drag -= On_Drag;

        EasyTouch.On_OverUIElement -= On_OverUIElement;
        EasyTouch.On_UIElementTouchUp -= On_UIElementTouchUp;
        //EasyTouch.On_PinchEnd -= On_PinchEnd;
    }
    void UnsubscribeEvent_Drag()
    {
    
    
        EasyTouch.On_Drag -= On_Drag;
        //EasyTouch.On_DragStart -= On_DragStart;
        //EasyTouch.On_DragEnd -= On_DragEnd;
    }
    public void Init()
    {
    
    
        transform.position = new Vector3(-36, 70, 0);
        this.GetComponent<Camera>().orthographicSize = size;
    }
    /// <summary>
    /// 相机归位
    /// </summary>
    public void CameraHoming()
    {
    
    
        Init();
    }
    /// <summary>
    /// 开启屏幕抖动
    /// </summary>
    public void OpenShakeCamera()
    {
    
    
#if Cheng
        if (isshakeCamera && enableIsshake)
            StartCoroutine(ShakeCamera());
#endif
    }

    IEnumerator ShakeCamera()
    {
    
    
        isshakeCamera = false;
        shakeTime = setShakeTime;
        while (shakeTime > 0)
        {
    
    
            yield return new WaitForSecondsRealtime(Time.deltaTime);
            shakeTime -= Time.deltaTime;
            frameTime += Time.deltaTime;
            if (frameTime > 1.0 / fps)
            {
    
    
                frameTime = 0;
                selfCamera.rect = new Rect(shakeDelta * (-1.0f + shakeLevel * Random.value), shakeDelta * (-1.0f + shakeLevel * Random.value), 1.0f, 1.0f);
            }
        }
        selfCamera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
        isshakeCamera = true;
    }
    void On_DragStart(Gesture gesture)
    {
    
    
    }
    void On_Drag(Gesture gesture)
    {
    
    
        //Debug.Log("2222");
        //单指拖动移动
        if (gesture.touchCount > 1 || !dragSign)
        {
    
    
            //Debug.Log("禁止多指拖动");
            return;
        }
        xDeg = gesture.deltaPosition.x * xSpeed * 0.001f;
        yDeg = gesture.deltaPosition.y * ySpeed * 0.001f;
        desiredPosition = new Vector3(transform.position.x - yDeg, 70, transform.position.z + xDeg * 0.6f);
        desiredPosition.z = Mathf.Clamp(desiredPosition.z, -6, 6);
        desiredPosition.x = Mathf.Clamp(desiredPosition.x, -45, -32);

        transform.position = desiredPosition;
    }
    void On_DragEnd(Gesture gesture)
    {
    
    
    }

    private void On_TouchStart2Fingers(Gesture gesture)
    {
    
    

        //Debug.Log("pinch111");
        //Verification that the action on the object
        //if (gesture.pickedObject == gameObject)
        //{
    
    
        //    // disable twist gesture recognize for a real pinch end
        //    EasyTouch.SetEnableTwist(false);
        //    EasyTouch.SetEnablePinch(true);
        //}
    }
    // At the pinch in
    private void On_PinchIn(Gesture gesture)
    {
    
    
        desiredDistance = this.GetComponent<Camera>().orthographicSize;

        desiredDistance += gesture.deltaPinch * Time.deltaTime * pinchSpeed * 0.1f;//Input.GetAxis("Mouse Y") * 0.02f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);//
        //Debug.Log(desiredDistance);
        desiredDistance = Mathf.Clamp(desiredDistance, minSize, maxSize);
        this.GetComponent<Camera>().orthographicSize = desiredDistance;
    }
    // At the pinch out
    private void On_PinchOut(Gesture gesture)
    {
    
    
        desiredDistance = this.GetComponent<Camera>().orthographicSize;

        desiredDistance -= gesture.deltaPinch * Time.deltaTime * pinchSpeed * 0.1f;//Input.GetAxis("Mouse Y") * 0.02f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);//
        //Debug.Log(desiredDistance);
        desiredDistance = Mathf.Clamp(desiredDistance, minSize, maxSize);
        this.GetComponent<Camera>().orthographicSize = desiredDistance;
    }
    // At the pinch end
    private void On_PinchEnd(Gesture gesture)
    {
    
    

    }

    [HideInInspector]
    public PetButton petButtonTemp;
    [HideInInspector]
    public BigSkillButton skillButtonTemp;
    public Transform wormholePet;
    Vector3 parentMove;
    Color green  = new Color(145/225f, 1f, 220/225f, 230 / 255f);
    Color red  = new Color(255 / 255f, 83 / 255f, 0f, 230 / 255f);
    SpriteRenderer effectScopeTemp;
    SpriteRenderer shotRangeTemp;
    int changeMesh = 0;

    private Vector3 changePos = new Vector3(30,0,0);
    private Vector3 targetPos = new Vector3(0, 0, 0);
    private Vector3 tempPos = new Vector3(0, 0, 0);
    /// <summary>
    /// 是否允许卡牌解锁(拖动大招时禁止解锁)
    /// </summary>
    [HideInInspector]
    public bool openLockSign = true;
    /// <summary>
    /// 获取点击的UI(持续每帧获取)
    /// </summary>
    /// <param name="gesture"></param>
    void On_OverUIElement(Gesture gesture)
    {
    
    
        //Debug.Log(gesture.position.y);
        //GuideController.instance.CloseGuide();
        if (gesture.touchCount > 1)
        {
    
    
            //Debug.Log("存在多指点击");
            mainView.closeSkillS.SetActive(false);
            return;
        }
        if (gesture.pickedUIElement != null )
        {
    
    
            enableIsshake = false;
            if (gesture.pickedUIElement.name == "PetButton")
            {
    
    
                petButtonTemp = gesture.pickedUIElement.GetComponent<PetButton>();
                if (petButtonTemp.petPrefab != null)
                {
    
    
                    //投兵拖动ing
                    if (!petButtonTemp.canPickUp)
                    {
    
    
                        //Debug.Log(111);
                        //跟随手指移动
                        tempPos = Camera.main.ScreenToWorldPoint(gesture.position) + changePos;
                        if (tempPos.x > -1)
                            targetPos.x = -1;
                        else if (tempPos.x < -31)
                            targetPos.x = -31;
                        else
                            targetPos.x = tempPos.x;
                        if (tempPos.z > 19)
                            targetPos.z = 19;
                        else if (tempPos.z < -19)
                            targetPos.z = -19;
                        else
                            targetPos.z = tempPos.z;
                        targetPos.y = 0;//petButtonTemp.petPrefab.transform.position.y;
                        petButtonTemp.petPrefab.transform.position = targetPos;

                        if (gesture.position.y > Camera.main.WorldToScreenPoint(wormholePet.position).y)
                        {
    
    
                            petButtonTemp.dragClose.SetActive(true);//打开拖动取消图标
                            petButtonTemp.petPrefab.SetActive(true);
                            if (GuideController.instance.StepSign < 5)
                            {
    
    
                                GuideController.instance.StepControl(5, 0);//投兵区域引导
                            }
                        }
                    }
                    //投兵开始拖动
                    else if (petButtonTemp.canPickUp)
                    {
    
    
                        foreach (PetButton tempButton in mainView.buttonToggle)
                        {
    
    
                            if (tempButton.gameObject != gesture.pickedUIElement)
                            {
    
    
                                tempButton.canPickUp = true;
                                tempButton.transform.localScale = tempButton.minScale;
                            }
                            else
                            {
    
    
                                petButtonTemp.canPickUp = false;
                                //dragSign = false;//禁止拖动场景
                                petButtonTemp.transform.localScale = petButtonTemp.maxScale;
                            }
                            petButtonTemp.TapSign = false;
                        }

                        if (petButtonTemp.Prefab.tag == "AirForce")
                        {
    
    
                            petButtonTemp.areaTip_All.SetActive(true);//打开投放区域提示
                            petButtonTemp.areaTip_4.SetActive(false);
                        }
                        else
                        {
    
    
                            petButtonTemp.areaTip_All.SetActive(true);//打开投放区域提示
                            petButtonTemp.areaTip_4.SetActive(true);
                        }
                        petButtonTemp.getGeneratePos = false;
                    }
                }
                else
                {
    
    

                    petButtonTemp = null;
                }
                skillButtonTemp = null;
            }
            else if (gesture.pickedUIElement.name == "SkillButton")
            {
    
    
                skillButtonTemp = gesture.pickedUIElement.GetComponent<BigSkillButton>();

                //大招拖动
                if (skillButtonTemp.petSubControl != null)
                {
    
    
                    GuideController.instance.CloseGuide();
                    gesture.pickedUIElement.transform.localScale = skillButtonTemp.maxScale;

                    //控制大招区域跟随宠物一起动,同时高度不变
                    parentMove = skillButtonTemp.petSubControl.gameObject.transform.position;
                    parentMove.y = skillButtonTemp.petSubControl.bigSkillArea.transform.position.y;

                    if (IsPointerOverUIObject("CloseSkillS"))
                    {
    
    
                        //变成红色
                        skillButtonTemp.petSubControl.shotRange.GetComponent<SpriteRenderer>().color = red;
                        if (skillButtonTemp.petSubControl.bigSkillType == BigSkillType.dragPosition)
                        {
    
    
                            skillButtonTemp.petSubControl.effectScope.GetComponent<CapsuleCollider>().enabled = false;
                            skillButtonTemp.petSubControl.effectScope.GetComponent<SpriteRenderer>().color = red;
                        }
                        else if (skillButtonTemp.petSubControl.bigSkillType == BigSkillType.dragRotation)
                        {
    
    
                            //petButtonTemp.petSubControl.effectScope.GetComponent<CapsuleCollider>().enabled = false;
                            skillButtonTemp.petSubControl.rotateDirection.transform.Find("GameObject/Direction").GetComponent<SpriteRenderer>().color = red;
                        }
                        //Debug.Log("变红");
                    }
                    else
                    {
    
    
                        //变成绿色
                        skillButtonTemp.petSubControl.shotRange.GetComponent<SpriteRenderer>().color = green;
                        mainView.closeSkillS.SetActive(true);
                        if (skillButtonTemp.petSubControl.bigSkillType == BigSkillType.dragPosition)
                        {
    
    
                            skillButtonTemp.petSubControl.effectScope.GetComponent<CapsuleCollider>().enabled = true;
                            skillButtonTemp.petSubControl.effectScope.GetComponent<SpriteRenderer>().color = green;
                        }
                        else if (skillButtonTemp.petSubControl.bigSkillType == BigSkillType.dragRotation)
                        {
    
    
                            //petButtonTemp.petSubControl.effectScope.GetComponent<CapsuleCollider>().enabled = false;
                            skillButtonTemp.petSubControl.rotateDirection.transform.Find("GameObject/Direction").GetComponent<SpriteRenderer>().color = green;
                        }
                    }

                    skillButtonTemp.petSubControl.bigSkillArea.SetActive(true);
                    skillButtonTemp.petSubControl.bigSkillArea.transform.position = parentMove;
                    if (skillButtonTemp.petSubControl.bigSkillType == BigSkillType.dragRotation)
                    {
    
    
                        skillButtonTemp.petSubControl.rotateDirection.SetActive(true);
                        skillButtonTemp.petSubControl.rotateDirection.transform.position = parentMove;
                    }
                }
                else
                {
    
    

                    skillButtonTemp = null;
                    mainView.closeSkillS.SetActive(false);
                }
                petButtonTemp = null;
            }
            //Debug.Log(gesture.pickedUIElement.name);
          
        }
        //label.text = "You touch UI Element : " + gesture.pickedUIElement.name + " (from On_OverUIElement event)";
    }

    void On_UIElementTouchUp(Gesture gesture)
    {
    
    
        if (!BattleController.instance.startBattleSign)
            return;

        //投兵区域判定
        if (petButtonTemp != null && petButtonTemp.petPrefab != null && !petButtonTemp.canPickUp)
        {
    
    
            //Debug.Log(222);

            //已被打开,说明触发了拖动
            if (petButtonTemp.petPrefab.activeInHierarchy)
            {
    
    
                petButtonTemp.petPrefab.SetActive(false);
                //如果放在按钮上,取消投放
                if (!IsPointerOverUIObject("PetButton"))
                {
    
    
                    petButtonTemp.DragGeneratePos(petButtonTemp.petPrefab.transform.position);
                    //投放后按钮设为空
                    //petButtonTemp = null;
                }
                else
                {
    
    
                    SoundManager.Instance.PlaySound(SoundSkill.errorTips);
                }
                foreach (PetButton tempButton in mainView.buttonToggle)
                {
    
    
                    tempButton.canPickUp = true;
                    tempButton.dragClose.SetActive(false);
                    tempButton.transform.localScale = tempButton.minScale;
                    tempButton.areaTip_All.SetActive(false);//关闭投放区域提示
                    tempButton.areaTip_4.SetActive(false);

                }
            }
            //没打开,说明未出发拖动,是点击事件
            else
            {
    
    
                //Debug.Log("等待点击投兵");
                foreach (PetButton tempButton in mainView.buttonToggle)
                {
    
    
                    if (tempButton.gameObject != gesture.pickedUIElement)
                    {
    
    
                        tempButton.canPickUp = true;
                        tempButton.transform.localScale = petButtonTemp.minScale;
                    }
                    tempButton.dragClose.SetActive(false);
                }
                petButtonTemp.StartGeneratePos();
            }
        }
        else if (skillButtonTemp != null && skillButtonTemp.petPrefab != null)
        {
    
    
            if (!IsPointerOverUIObject("CloseSkillS"))
            {
    
    
                if (GuideController.instance.StepSign == 5)
                    GuideController.instance.StepControl(6, 10f);
                switch (skillButtonTemp.petSubControl.bigSkillType)
                {
    
    
                    case BigSkillType.click:
                        skillButtonTemp.petSubControl.bTree.SetVariableValue("OnBigSkill", true);
                        break;
                    case BigSkillType.dragPosition:
                        DragPositionCon(skillButtonTemp.petSubControl);
                        skillButtonTemp.petSubControl.bTree.SetVariableValue("OnBigSkill", true);
                        break;
                    case BigSkillType.dragRotation:
                        DragRotateCon(skillButtonTemp.petSubControl);
                        skillButtonTemp.petSubControl.bigSkillPostion = skillButtonTemp.petSubControl.effectScope.transform.position;
                        //碰撞检测
                        skillButtonTemp.petSubControl.bTree.SetVariableValue("OnBigSkill", true);
                        break;
                }
            }
            else
                Debug.LogError("取消释放");
            skillButtonTemp.petSubControl.bigSkillArea.SetActive(false);
            if (skillButtonTemp.petSubControl.bigSkillType == BigSkillType.dragPosition)
            {
    
    
                skillButtonTemp.petSubControl.effectScope.transform.localPosition = new Vector3(0, 0, 0);
                //恢复变白的宠物
                skillButtonTemp.petSubControl.effectScope.GetComponent<DragSkillController>().CloseFX();
            }
            else if (skillButtonTemp.petSubControl.bigSkillType == BigSkillType.dragRotation)
            {
    
    
                skillButtonTemp.petSubControl.effectScope.transform.localPosition = new Vector3(1, 0, 0);
                skillButtonTemp.petSubControl.rotateDirection.SetActive(false);
            }

        }
        //抬起后按钮设为空
        skillButtonTemp = null;
        petButtonTemp = null;
        mainView.closeSkillS.SetActive(false);
        enableIsshake = true;
       
    }
    private Vector3 startPoint = new Vector3(0, 15, 0);//圆柱形触发器上部位置
    private Vector3 endPoint = new Vector3(0, -5, 0);//圆柱形触发器下部位置
    private Collider[] hitColliders;

    /// <summary>
    ///  范围性技能,目标获取方法
    /// </summary>
    /// <param name="petSubControl"></param>
    public void DragPositionCon(PetSubControl petSubControl) {
    
    
        startPoint.x = petSubControl.effectScope.transform.position.x;
        startPoint.z = petSubControl.effectScope.transform.position.z;
        endPoint.x = startPoint.x;
        endPoint.z = startPoint.z;
        hitColliders = Physics.OverlapCapsule(startPoint, endPoint, 0.1f, 1<<12, QueryTriggerInteraction.Collide);
        if (hitColliders.Length > 0)
        {
    
    
            petSubControl.bigSkillTarget = hitColliders[0].gameObject;
            //Debug.LogError(petSubControl.bigSkillTarget.name);
        }
        else {
    
    
            petSubControl.bigSkillPostion = petSubControl.effectScope.transform.position;
            petSubControl.bigSkillPostion.y = 2;
            //Debug.LogError(petSubControl.bigSkillPostion);
        }
    }

    /// <summary>
    /// 指向性技能,目标获取方法
    /// </summary>
    /// <param name="petSubControl"></param>
    public void DragRotateCon(PetSubControl petSubControl) {
    
    
        if(petSubControl.rotateDirection.transform.Find("GameObject/Direction").GetComponent<RotateSkillController>().target != null)
            petSubControl.bigSkillTarget =  petSubControl.rotateDirection.transform.Find("GameObject/Direction").GetComponent<RotateSkillController>().target;
        //Debug.Log(petSubControl.bigSkillTarget.name);
    }
    MonsterControlBase enemyControlBase;
   
    /// <summary>
    /// 判断拖动大招后,抬起的位置是否在取消大招的按钮位置
    /// </summary>
    /// <param name="targetName"></param>
    /// <returns></returns>
    public bool IsPointerOverUIObject(string targetName)
    {
    
    
        PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IPHONE)
        eventDataCurrentPosition.position = Input.GetTouch(0).position;
#else
        eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
#endif

        List<RaycastResult> results = new List<RaycastResult>();
        if (EventSystem.current)
        {
    
    
            EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
        }

        foreach(var temps in results)
        {
    
    
            if (temps.gameObject.name == targetName)//LayerMask.NameToLayer("UI"))
            {
    
    
                //Debug.LogError(temps.gameObject.name);
                return true;
            }
        }
        return false;
    }
}

#region   相机旋转方法
//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using HedgehogTeam.EasyTouch;

//public class CameraCon : MonoBehaviour
//{
    
    
//    public Transform target;
//    public Vector3 targetOffset;
//    public float distance = 32;//5.0f;
//    public float maxDistance = 33;//20;
//    public float minDistance = 5;//.6f;
//    public float xSpeed = 20.0f;
//    public float ySpeed = 20.0f;
//    public int yMinLimit = 30;//-80;
//    public int yMaxLimit = 90;
//    public int zoomRate = 40;
//    //public float panSpeed = 0.3f;
//    public float zoomDampening = 5.0f;
//    //public float autoRotate = 1;
//    private float xDeg = 0.0f;
//    private float yDeg = 0.0f;
//    private float currentDistance;
//    private float desiredDistance;
//    private Quaternion currentRotation;
//    private Quaternion desiredRotation;
//    private Quaternion rotation;
//    private Vector3 position;
//    private float idleTimer = 0.0f;
//    private float idleSmooth = 0.0f;
//    void Start() { Init(); }
//    /// <summary>
//    /// 在OnEnable中注册EasyTouch事件
//    /// </summary>
//    void OnEnable()
//    {
    
    
//        Init();
//        //添加委托
//        EasyTouch.On_Drag += On_Drag;
//        EasyTouch.On_DragStart += On_DragStart;
//        EasyTouch.On_DragEnd += On_DragEnd;

//        EasyTouch.On_TouchStart2Fingers += On_TouchStart2Fingers;
//        EasyTouch.On_PinchIn += On_PinchIn;
//        EasyTouch.On_PinchOut += On_PinchOut;
//        EasyTouch.On_PinchEnd += On_PinchEnd;
//    }
//    /// <summary>
//    /// 在OnDisable中取消注册事件
//    /// </summary>
//    void OnDisable()
//    {
    
    
//        UnsubscribeEvent_Drag();
//        UnsubscribeEvent_Pinch();
//    }
//    /// <summary>
//    /// 在OnDestroy中删除注册事件
//    /// </summary>
//    void OnDestroy()
//    {
    
    
//        UnsubscribeEvent_Drag();
//        UnsubscribeEvent_Pinch();
//    }

//    void UnsubscribeEvent_Pinch()
//    {
    
    
//        //删除委托
//        EasyTouch.On_TouchStart2Fingers -= On_TouchStart2Fingers;
//        EasyTouch.On_PinchIn -= On_PinchIn;
//        EasyTouch.On_PinchOut -= On_PinchOut;
//        EasyTouch.On_PinchEnd -= On_PinchEnd;
//    }
//    void UnsubscribeEvent_Drag()
//    {
    
    
//        EasyTouch.On_Drag -= On_Drag;
//        EasyTouch.On_DragStart -= On_DragStart;
//        EasyTouch.On_DragEnd -= On_DragEnd;
//    }
//    public void Init()
//    {
    
    
//        //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
//        if (!target)
//        {
    
    
//            GameObject go = new GameObject("Cam Target");
//            go.transform.position = transform.position + (transform.forward * distance);
//            target = go.transform;
//        }

//        //distance = Vector3.Distance(transform.position, target.position);
//        currentDistance = distance;
//        desiredDistance = distance;

//        //be sure to grab the current rotations as starting points.
//        position = transform.position;
//        rotation = transform.rotation;
//        currentRotation = transform.rotation;
//        desiredRotation = transform.rotation;

//        xDeg = Vector3.Angle(Vector3.right, transform.right);
//        yDeg = Vector3.Angle(Vector3.up, transform.up);
//        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
//    }


//    void On_DragStart(Gesture gesture)
//    {
    
    
//    }
//    void On_Drag(Gesture gesture)
//    {
    
    
//        if (gesture.touchCount > 1)
//        {
    
    
//            Debug.Log("禁止单指拖动");
//            return;
//        }

//        xDeg += gesture.deltaPosition.x * xSpeed * 0.02f;//Input.GetAxis("Mouse X") * xSpeed * 0.02f;
//        yDeg -= gesture.deltaPosition.y * xSpeed * 0.02f;//Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
//        //Clamp the vertical axis for the orbit
//        yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
//        // set camera rotation
//        desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
//        currentRotation = transform.rotation;
//        rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening);
//        transform.rotation = rotation;
//        / Reset idle timers
//        idleTimer = 0;
//        idleSmooth = 0;


//        //Orbit Position
//        // affect the desired Zoom distance if we roll the scrollwheel
//        desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomRate * Mathf.Abs(desiredDistance);
//        //clamp the zoom min/max
//        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
//        // For smoothing of the zoom, lerp distance
//        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
//        //calculate position based on the new currentDistance
//        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
//        transform.position = position;
//    }
//    void On_DragEnd(Gesture gesture)
//    {
    
    
//    }

//    private void On_TouchStart2Fingers(Gesture gesture)
//    {
    
    

//        //Debug.Log("pinch111");
//        //Verification that the action on the object
//        //if (gesture.pickedObject == gameObject)
//        //{
    
    
//        //    // disable twist gesture recognize for a real pinch end
//        //    EasyTouch.SetEnableTwist(false);
//        //    EasyTouch.SetEnablePinch(true);
//        //}
//    }
//    // At the pinch in
//    private void On_PinchIn(Gesture gesture)
//    {
    
    
//        // Debug.Log("pinch222");
//        desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);//gesture.deltaPosition.y * 0.002f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);

//        // affect the desired Zoom distance if we roll the scrollwheel
//        desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomRate * Mathf.Abs(desiredDistance);
//        //clamp the zoom min/max
//        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
//        // For smoothing of the zoom, lerp distance
//        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
//        // calculate position based on the new currentDistance
//        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
//        transform.position = position;

//    }

//    // At the pinch out
//    private void On_PinchOut(Gesture gesture)
//    {
    
    
//        desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);//gesture.deltaPosition.y * 0.002f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);//

//        // affect the desired Zoom distance if we roll the scrollwheel
//        desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomRate * Mathf.Abs(desiredDistance);
//        //clamp the zoom min/max
//        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
//        // For smoothing of the zoom, lerp distance
//        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
//        // calculate position based on the new currentDistance
//        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
//        transform.position = position;
//        //Debug.Log("pinch333");
//    }
//    // At the pinch end
//    private void On_PinchEnd(Gesture gesture)
//    {
    
    
//        //ragCon.GetComponent<DragCon>().enabled = true;
//        Debug.Log("pinch444");
//    }
//    private static float ClampAngle(float angle, float min, float max)
//    {
    
    
//        if (angle < -360)
//            angle += 360;
//        if (angle > 360)
//            angle -= 360;
//        return Mathf.Clamp(angle, min, max);
//    }
//}
#endregion

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转载自blog.csdn.net/qq_43505432/article/details/111028485