手指操作放大缩小移动地图(操控摄像机实现)

参考于:https://blog.csdn.net/cactus12138/article/details/78269700
根据原博主进行了少量修改,在2D游戏中摄像机的投影为正交,缩放时改变的是剪裁大小,而3D游戏采用的是透视方式,缩放改变的是摄像机在自己Y轴方向上的位移。

1. 2D游戏操控方式

 public class GestureController : MonoBehaviour
    {
        //摄像机当前缩放
        public float distance = 4f;
        //缩放系数
        public float scaleFactor = 0.1f;
        //最大最小缩放范围
        public float maxDistance = 6f;
        public float minDistance = 2f;


        //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;
        private Vector2 lastSingleTouchPosition;
        //位移后摄像机的位置
        private Vector3 m_CameraOffset;
        //主摄像机
        private Camera m_Camera;
        //鼠标和手指操作切换
        public bool useMouse = false;

        //摄像机缩放为中间值时摄像机可以活动的范围
        public float xMin = 7f;
        public float xMax = 14f;
        public float yMin = 4f;
        public float yMax = 11f;


        //这个变量用来记录单指双指的变换
        private bool m_IsSingleFinger;

        //初始化游戏信息设置
        public void Start()
        {
            if (Application.platform == RuntimePlatform.Android)
            {
                useMouse = false;
            }
            m_Camera = Camera.main;
            m_CameraOffset = m_Camera.transform.position;
        }

        public void Update()
        {
            //判断触摸数量为单点触摸
            if (Input.touchCount == 1)
            {
                if (Input.GetTouch(0).phase == TouchPhase.Began || !m_IsSingleFinger)
                {
                    //在开始触摸或者从两字手指放开回来的时候记录一下触摸的位置
                    lastSingleTouchPosition = Input.GetTouch(0).position;
                }

                if (Input.GetTouch(0).phase == TouchPhase.Moved)
                {
                    MoveCamera(Input.GetTouch(0).position);
                }

                m_IsSingleFinger = true;
            }
            else if (Input.touchCount > 1)
            {
                //当从单指触摸进入多指触摸的时候,记录一下触摸的位置
                //保证计算缩放都是从两指手指触碰开始的
                if (m_IsSingleFinger)
                {
                    oldPosition1 = Input.GetTouch(0).position;
                    oldPosition2 = Input.GetTouch(1).position;
                }


                if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
                {
                    ScaleCamera();
                }


                m_IsSingleFinger = false;
            }

            //用鼠标的
            if (useMouse)
            {
                distance -= Input.GetAxis("Mouse ScrollWheel");
                distance = Mathf.Clamp(distance, minDistance, maxDistance);
                if (Input.GetMouseButtonDown(0))
                {
                    lastSingleTouchPosition = Input.mousePosition;
                    Debug.Log("GetMouseButtonDown:" + lastSingleTouchPosition);
                }

                if (Input.GetMouseButton(0))
                {
                    MoveCamera(Input.mousePosition);
                }
            }

            LateUpdate();
        }



        /// <summary>
        /// 触摸缩放摄像头
        /// </summary>
        private void ScaleCamera()
        {
            //计算出当前两点触摸点的位置
            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
            distance -= (currentTouchDistance - lastTouchDistance) * scaleFactor * Time.deltaTime;


            //把距离限制住在min和max之间
            distance = Mathf.Clamp(distance, minDistance, maxDistance);
            //重新位移摄像机位置防止超出边界
            MoveCamera(lastSingleTouchPosition);
            //备份上一次触摸点的位置,用于对比
            oldPosition1 = tempPosition1;
            oldPosition2 = tempPosition2;

        }


        //Update方法一旦调用结束以后进入这里算出重置摄像机的位置
        private void LateUpdate()
        {
            m_Camera.transform.position = m_CameraOffset;
            m_Camera.orthographicSize = distance;
        }
        //移动摄像机
        private void MoveCamera(Vector3 scenePos)
        {
            Vector3 lastTouchPostion = m_Camera.ScreenToWorldPoint(new Vector3(lastSingleTouchPosition.x, lastSingleTouchPosition.y, -1));
            Vector3 currentTouchPosition = m_Camera.ScreenToWorldPoint(new Vector3(scenePos.x, scenePos.y, -1));

            Vector3 v = currentTouchPosition - lastTouchPostion;

            m_CameraOffset -= v;
            //这两个值为基于摄像机缩放最大值和最小值增长的幅度,自行调整找感觉
            float ratioY = distance - Mathf.Lerp(minDistance, maxDistance, 0.5f);
            float ratioX = (distance - Mathf.Lerp(minDistance, maxDistance, 0.5f)) * 1.75f;
            //把摄像机的位置控制在范围内
            m_CameraOffset = new Vector3(Mathf.Clamp(m_CameraOffset.x, xMin + ratioX, xMax - ratioX), Mathf.Clamp(m_CameraOffset.y, yMin + ratioY, yMax - ratioY), m_CameraOffset.z);
            lastSingleTouchPosition = scenePos;
        }
    }

2. 3D游戏操控方式

public class GestureController : MonoBehaviour
    {

        //摄像机当前缩放
        public float distance = 4f;
        //缩放系数
        public float scaleFactor = 0.1f;
        //最大最小缩放范围
        public float maxDistance = 6f;
        public float minDistance = 2f;


        //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;
        private Vector2 lastSingleTouchPosition;
        //位移后摄像机的位置
        private Vector3 m_CameraOffset;
        //主摄像机
        private Camera m_Camera;

        //鼠标和手指操作切换
        public bool useMouse = true;

        //摄像机缩放为中间值时摄像机可以活动的范围
        public float xMin = 3.5f;
        public float xMax = 17.5f;
        public float zMin = 0;
        public float zMax = 11.75f;


        //这个变量用来记录单指双指的变换
        private bool m_IsSingleFinger;

        //初始化游戏信息设置
        public void Start()
        {
            if (Application.platform == RuntimePlatform.Android)
            {
                useMouse = false;
            }

            m_Camera = Camera.main;
            m_CameraOffset = m_Camera.transform.position;
        }

        public void Update()
        {
            //判断触摸数量为单点触摸
            if (Input.touchCount == 1)
            {
                if (Input.GetTouch(0).phase == TouchPhase.Began || !m_IsSingleFinger)
                {
                    //在开始触摸或者从两字手指放开回来的时候记录一下触摸的位置
                    lastSingleTouchPosition = Input.GetTouch(0).position;
                }

                if (Input.GetTouch(0).phase == TouchPhase.Moved)
                {
                    MoveCamera(Input.GetTouch(0).position);
                }

                m_IsSingleFinger = true;
            }
            else if (Input.touchCount > 1)
            {
                //当从单指触摸进入多指触摸的时候,记录一下触摸的位置
                //保证计算缩放都是从两指手指触碰开始的
                if (m_IsSingleFinger)
                {
                    oldPosition1 = Input.GetTouch(0).position;
                    oldPosition2 = Input.GetTouch(1).position;
                }


                if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
                {
                    ScaleCamera();
                }


                m_IsSingleFinger = false;
            }

            //用鼠标的
            if (useMouse)
            {
                distance -= Input.GetAxis("Mouse ScrollWheel");
                distance = Mathf.Clamp(distance, minDistance, maxDistance);

                if (Input.GetMouseButtonDown(0))
                {
                    lastSingleTouchPosition = Input.mousePosition;
                    //Debug.Log("GetMouseButtonDown:" + lastSingleTouchPosition);
                }

                if (Input.GetMouseButton(0))
                {
                    MoveCamera(Input.mousePosition);
                }
            }

            LateUpdate();
        }



        /// <summary>
        /// 触摸缩放摄像头
        /// </summary>
        private void ScaleCamera()
        {
            //计算出当前两点触摸点的位置
            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
            distance -= (currentTouchDistance - lastTouchDistance) * scaleFactor * Time.deltaTime;


            //把距离限制住在min和max之间
            distance = Mathf.Clamp(distance, minDistance, maxDistance);
            //重新位移摄像机位置防止超出边界
            // MoveCamera(lastSingleTouchPosition);
            //备份上一次触摸点的位置,用于对比
            oldPosition1 = tempPosition1;
            oldPosition2 = tempPosition2;


            MoveCamera(lastSingleTouchPosition);
        }


        //Update方法一旦调用结束以后进入这里算出重置摄像机的位置
        private void LateUpdate()
        {
            var position = m_CameraOffset + m_Camera.transform.forward * -distance;
            m_Camera.transform.position = position;
        }
        //移动摄像机
        private void MoveCamera(Vector3 scenePos)
        {
            Vector3 lastTouchPostion = m_Camera.ScreenToWorldPoint(new Vector3(lastSingleTouchPosition.x, lastSingleTouchPosition.y, -1));
            Vector3 currentTouchPosition = m_Camera.ScreenToWorldPoint(new Vector3(scenePos.x, scenePos.y, -1));

            Vector3 v = currentTouchPosition - lastTouchPostion;
            m_CameraOffset += new Vector3(v.x, 0, v.z) * m_Camera.transform.position.y;

            //这两个值为基于摄像机缩放最大值和最小值增长的幅度,自行调整找感觉
            float ratioX = distance - Mathf.Lerp(minDistance, maxDistance, 0.5f);
            float ratioZ = distance - Mathf.Lerp(minDistance, maxDistance, 0.5f) * 1.5f;
            //把摄像机的位置控制在范围内
            m_CameraOffset = new Vector3(Mathf.Clamp(m_CameraOffset.x, xMin + ratioX, xMax - ratioX), 0, Mathf.Clamp(m_CameraOffset.z, zMin, zMax - ratioZ));

            lastSingleTouchPosition = scenePos;
        }
    }
©著作权归作者所有,转载或内容合作请联系作者
【社区内容提示】社区部分内容疑似由AI辅助生成,浏览时请结合常识与多方信息审慎甄别。
平台声明:文章内容(如有图片或视频亦包括在内)由作者上传并发布,文章内容仅代表作者本人观点,简书系信息发布平台,仅提供信息存储服务。

相关阅读更多精彩内容

  • 转载自VR设计云课堂[https://www.jianshu.com/u/c7ffdc4b379e]Unity S...
    水月凡阅读 4,714评论 0 0
  • 1 CALayer IOS SDK详解之CALayer(一) http://doc.okbase.net/Hell...
    Kevin_Junbaozi阅读 10,615评论 3 23
  • OpenGL本身没有摄像机的概念,但我们可以通过把场景中的所有物体往相反方向移动的方式来模拟出摄像机,这样感觉就像...
    IceMJ阅读 7,434评论 0 7
  • 春天还未到之前,我和父亲对老房子进行了一次简单的修补。说是修补,不过是换了房顶上一些破损了的青瓦,让房子在雨季来时...
    木头果冻阅读 1,630评论 0 0
  • 死一个人是故事,死一千个人是事故,死一百万个人…也就是数据了。 你一个人蹬腿咽了气、或者是躺在床上半死不活,在其他...
    何方故人阅读 2,682评论 0 1

友情链接更多精彩内容