我发现这个脚本是用来捏缩放的,但是这是用来相机放大的,请告诉我它是如何为对象工作的,更重要的是对于单个的对象,这意味着如果我想缩放立方体,那么只有立方体是不同时缩放的。如果是球体,那就只有球体,谢谢。下面是代码:
using UnityEngine;
{
public float perspectiveZoomSpeed = 0.5f; // The rate of change of the field of view in perspective mode.
public float orthoZoomSpeed = 0.5f; // The rate of change of the orthographic size in orthographic mode.
void Update()
{
// If there are two touches on the device...
if (Input.touchCount == 2)
{
// Store both touches.
Touch touchZero = Input.GetTouch(0);
Touch touchOne = Input.GetTouch(1);
// Find the position in the previous frame of each touch.
Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
// Find the magnitude of the vector (the distance) between the touches in each frame.
float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;
// Find the difference in the distances between each frame.
float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;
// If the camera is orthographic...
if (camera.isOrthoGraphic)
{
// ... change the orthographic size based on the change in distance between the touches.
camera.orthographicSize += deltaMagnitudeDiff * orthoZoomSpeed;
// Make sure the orthographic size never drops below zero.
camera.orthographicSize = Mathf.Max(camera.orthographicSize, 0.1f);
}
else
{
// Otherwise change the field of view based on the change in distance between the touches.
camera.fieldOfView += deltaMagnitudeDiff * perspectiveZoomSpeed;
// Clamp the field of view to make sure it's between 0 and 180.
camera.fieldOfView = Mathf.Clamp(camera.fieldOfView, 0.1f, 179.9f);
}
}
}
}发布于 2016-03-21 16:21:26
好的,所以我不能正确地测试它,所以可能有一些bug,但是下面是代码的一般想法:
重要:物体必须有对撞机,没有它就不能工作。
using UnityEngine;
using System.Collections;
public class ObjectScalling : MonoBehaviour {
private GameObject selectedObject;
//public GameObject gameobject;
// Update is called once per frame
void Update () {
if ( Input.touchCount == 0 )
{
Touch touch = Input.touches[0];
Ray ray = Camera.main.ScreenPointToRay(touch.position);
RaycastHit hit;
if ( Physics.Raycast(ray, out hit, 100f ) )
{
selectedObject = hit.collider.gameObject;
}
}
if (Input.touchCount == 2)
{
// Store both touches.
Touch touchZero = Input.GetTouch(0);
Touch touchOne = Input.GetTouch(1);
// Find the position in the previous frame of each touch.
Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
// Find the magnitude of the vector (the distance) between the touches in each frame.
float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;
// Find the difference in the distances between each frame.
float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;
selectedObject.transform.localScale = new Vector3(deltaMagnitudeDiff , deltaMagnitudeDiff , deltaMagnitudeDiff);
}
}
}它可能包含一些but,但是通常您可能会开始处理这个问题:)当然,除了这一行:Update()之外,所有东西都会进入您的deltaMagnitudeDiff中。
https://stackoverflow.com/questions/36129929
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