Unity Window触摸屏电脑和移动端Input触控,控制相机旋转缩放
using UnityEngine;
using System;
using System.Collections;
public class CameraController : MonoBehaviour
{
/// <summary>
/// 是否能旋转X轴
/// </summary>
public bool canRotation_X = true;
/// <summary>
/// 是否能旋转Y轴
/// </summary>
public bool canRotation_Y = true;
/// <summary>
/// 是否能缩放
/// </summary>
public bool canScale = true;
#region 属性
/// <summary>
/// 相机看向的目标
/// </summary>
public Transform target;
/// <summary>
/// 鼠标按钮,指针和滚轮的设置
/// </summary>
public MouseSettings mouseSettings = new MouseSettings(0, 10, 10);
/// <summary>
/// 角度范围限制
/// </summary>
public Range angleRange = new Range(-90, 90);
/// <summary>
/// 距离极限范围
/// </summary>
public Range distanceRange = new Range(0, 10);
/// <summary>
/// 平面上的矩形区域
/// </summary>
public PlaneArea PlaneArea = new PlaneArea();
/// <summary>
/// 摄像机对准目标
/// </summary>
public AlignTarget AlignTarget = new AlignTarget();
/// <summary>
/// 阻尼器可移动和旋转的范围.
/// </summary>
[Range(0, 10)]
public float damper = 5;
/// <summary>
/// 相机当前的角度.
/// </summary>
public Vector2 CurrentAngles { protected set; get; }
/// <summary>
/// 相机到目标的当前距离.
/// </summary>
public float CurrentDistance { protected set; get; }
/// <summary>
/// 相机目标角度.
/// </summary>
protected Vector2 targetAngles;
/// <summary>
/// 相机到目标的距离
/// </summary>
protected float targetDistance;
#endregion
#region Protected Method
protected virtual void Start()
{
CurrentAngles = targetAngles = transform.eulerAngles;
CurrentDistance = targetDistance = Vector3.Distance(transform.position, target.position);
}
protected virtual void LateUpdate()
{
#if UNITY_EDITOR
AroundByMouseInput();
#elif UNITY_STANDALONE_WIN
AroundByMobileInput();
#elif UNITY_ANDROID || UNITY_IPHONE
AroundByMobileInput();
#endif
}
//记录上一次手机触摸位置判断用户是在左放大还是缩小手势
private Vector2 oldPosition1;
private Vector2 oldPosition2;
//是否单指操作
private bool m_IsSingleFinger;
/// <summary>
/// 移动端(Win平板)
/// </summary>
protected void AroundByMobileInput()
{
if (Input.touchCount == 1)
{
if (Input.touches[0].phase == TouchPhase.Moved)
{
//手机端可调用此代码(window电脑只能获取鼠标不能获取触摸板)
targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;
//window电脑可获取(移动端也可以使用)
targetAngles.y += Input.touches[0].deltaPosition.x * Time.deltaTime * 5;
targetAngles.x -= Input.touches[0].deltaPosition.y * Time.deltaTime * 5;
//范围
targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
}
//鼠标指针
m_IsSingleFinger = true;
}
//鼠标滚轮
if (canScale)
{
if (Input.touchCount > 1)
{
//计算出当前两点触摸点的位置
if (m_IsSingleFinger)
{
oldPosition1 = Input.GetTouch(0).position;
oldPosition2 = Input.GetTouch(1).position;
}
if (Input.touches[0].phase == TouchPhase.Moved && Input.touches[1].phase == TouchPhase.Moved)
{
var tempPosition1 = Input.GetTouch(0).position;
var tempPosition2 = Input.GetTouch(1).position;
float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);
float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);
//计算上次和这次双指触摸之间的距离差距
//然后去更改摄像机的距离
targetDistance -= (currentTouchDistance - lastTouchDistance) * Time.deltaTime * mouseSettings.wheelSensitivity;
//备份上一次触摸点的位置,用于对比
oldPosition1 = tempPosition1;
oldPosition2 = tempPosition2;
m_IsSingleFinger = false;
}
}
}
targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);
//缓动
CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);
if (!canRotation_X) targetAngles.y = 0;
if (!canRotation_Y) targetAngles.x = 0;
//实时位置旋转
transform.rotation = Quaternion.Euler(CurrentAngles);
//实时位置移动
transform.position = target.position - transform.forward * CurrentDistance;
}
/// <summary>
/// 相机通过鼠标输入围绕目标
/// </summary>
protected void AroundByMouseInput()
{
if (Input.GetMouseButton(mouseSettings.mouseButtonID))
{
//鼠标指针
targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;
//范围
targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
}
//鼠标滚轮
if (canScale)
{
targetDistance -= Input.GetAxis("Mouse ScrollWheel") * mouseSettings.wheelSensitivity;
}
targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);
//缓动
CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);
if (!canRotation_X) targetAngles.y = 0;
if (!canRotation_Y) targetAngles.x = 0;
//实时位置旋转
transform.rotation = Quaternion.Euler(CurrentAngles);
//实时位置移动
transform.position = target.position - transform.forward * CurrentDistance;
}
#endregion
}
[Serializable]
public struct MouseSettings
{
/// <summary>
/// 鼠标按键的ID
/// </summary>
public int mouseButtonID;
/// <summary>
/// 鼠标指针的灵敏度.
/// </summary>
public float pointerSensitivity;
/// <summary>
/// 鼠标滚轮的灵敏度
/// </summary>
public float wheelSensitivity;
/// <summary>
/// 构造函数
/// </summary>
/// <param name="mouseButtonID">鼠标按钮的ID</param>
/// <param name="pointerSensitivity">鼠标指针的灵敏度</param>
/// <param name="wheelSensitivity">鼠标滚轮的灵敏度</param>
public MouseSettings(int mouseButtonID, float pointerSensitivity, float wheelSensitivity)
{
this.mouseButtonID = mouseButtonID;
this.pointerSensitivity = pointerSensitivity;
this.wheelSensitivity = wheelSensitivity;
}
}
/// <summary>
/// 范围从最小到最大
/// </summary>
[Serializable]
public struct Range
{
/// <summary>
/// 范围的最小值
/// </summary>
public float min;
/// <summary>
/// 范围的最大值
/// </summary>
public float max;
/// <summary>
/// 构造函数
/// </summary>
/// <param name="min">范围的最小值</param>
/// <param name="max">范围的最大值</param>
public Range(float min, float max)
{
this.min = min;
this.max = max;
}
}
/// <summary>
/// 平面上的矩形区域
/// </summary>
[Serializable]
public struct PlaneArea
{
/// <summary>
/// 区域中心
/// </summary>
public Transform center;
/// <summary>
/// 区域宽度
/// </summary>
public float width;
/// <summary>
/// 区域长度
/// </summary>
public float length;
/// <summary>
/// 平面区域_构造函数
/// </summary>
/// <param name="center">区域中心</param>
/// <param name="width">区域宽度</param>
/// <param name="length">区域长度</param>
public PlaneArea(Transform center, float width, float length)
{
this.center = center;
this.width = width;
this.length = length;
}
}
/// <summary>
/// 摄像机对准目标
/// </summary>
[Serializable]
public struct AlignTarget
{
/// <summary>
/// 对准目标中心
/// </summary>
public Transform center;
/// <summary>
/// 对齐角度
/// </summary>
public Vector2 angles;
/// <summary>
/// 相机到目标中心的距离
/// </summary>
public float distance;
/// <summary>
/// 角度范围限制
/// </summary>
public Range angleRange;
/// <summary>
/// 距离范围限制
/// </summary>
public Range distanceRange;
/// <summary>
/// 对准目标_构造函数
/// </summary>
/// <param name="center">对准目标中心</param>
/// <param name="angles">对齐角度</param>
/// <param name="distance">相机到目标中心的距离</param>
/// <param name="angleRange">角度范围限制</param>
/// <param name="distanceRange">距离范围限制</param>
public AlignTarget(Transform center, Vector2 angles, float distance, Range angleRange, Range distanceRange)
{
this.center = center;
this.angles = angles;
this.distance = distance;
this.angleRange = angleRange;
this.distanceRange = distanceRange;
}
}