unity3d使用手势旋转缩放屏幕

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//速度
float speed = 1f;

private Touch oldTouch1; //上次触摸点1(手指1)
private Touch oldTouch2; //上次触摸点2(手指2)

void Update()
{
//Input.touchCount触摸数量
if (Input.touchCount <= 0)
{
return;
}
//Input.GetTouch获取触摸
//TouchPhase.Moved被移动(手指在屏幕上移动)
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
transform.Rotate(0, -touchDeltaPosition.x * speed, 0);
//transform.Rotate(-touchDeltaPosition.x * speed,0, 0);
}

//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 > 3f && scale.y > 3f && scale.z > 3f)
{
transform.localScale = scale;
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}

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转载自blog.csdn.net/Mr_chenxiansheng/article/details/80288918