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unity3d - 放大统一移动

转载 作者:行者123 更新时间:2023-12-05 08:39:46 25 4
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我正在尝试使用缩放限制在我的游戏中进行放大和缩小。我正在使用此代码进行滚动和捏合,但我没有弄清楚如何限制缩放距离(minzoomlimit 和 maxzoomlimit)。我的意思是,当玩家想要放大​​时,他可以放大一定距离;当他想要缩小时,他可以放大一定距离。

这是我用来滚动和捏合的代码。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ScrollAndPinch : MonoBehaviour
{
#if UNITY_IOS || UNITY_ANDROID
public Camera Camera;
public bool Rotate;
protected Plane Plane;
public float perspectiveZoomSpeed = 0.5f; // The rate of change of the field of view in perspective mode.
public float orthoZoomSpeed = 0.5f;





public Transform Map;

float distance;

float MaxDistance = 37063.57f; /*= new Vector3(-3724.8f, 34576.9f, -4562.5f);*/
float MinDistance = 123302.2f; /*= new Vector3(-18149.0f, 180315.6f, -73023.5f);*/

private void Awake()
{
if (Camera == null)
Camera = Camera.main;
Input.multiTouchEnabled = true;

}

private void Update()
{

//Update Plane
if (Input.touchCount >= 1)
Plane.SetNormalAndPosition(transform.up, transform.position);

var Delta1 = Vector3.zero;
var Delta2 = Vector3.zero;

//Scroll
if (Input.touchCount >= 1)
{
Delta1 = PlanePositionDelta(Input.GetTouch(0));
if (Input.GetTouch(0).phase == TouchPhase.Moved)
Camera.transform.Translate(Delta1, Space.World);
}


//Pinch
if (Input.touchCount >= 2)
{
var pos1 = PlanePosition(Input.GetTouch(0).position);
var pos2 = PlanePosition(Input.GetTouch(1).position);
var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);

//calc zoom
var zoom = Vector3.Distance(pos1, pos2) /
Vector3.Distance(pos1b, pos2b);
//Debug.Log(zoom);
//edge case
if (zoom == 0 || zoom > 10)
return;

//Move cam amount the mid ray
// Camera.fieldOfView = Mathf.Clamp(Camera.fieldOfView, MinDistance, MaxDistance);
distance = Vector3.Distance(Camera.transform.position, Map.position);
Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1/zoom);




if (Rotate && pos2b != pos2)

Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal));







}

}

protected Vector3 PlanePositionDelta(Touch touch)
{
//not moved
if (touch.phase != TouchPhase.Moved)
return Vector3.zero;

//delta
var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition);
var rayNow = Camera.ScreenPointToRay(touch.position);
if (Plane.Raycast(rayBefore, out var enterBefore) && Plane.Raycast(rayNow, out var enterNow))
return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);

//not on plane
return Vector3.zero;
}

protected Vector3 PlanePosition(Vector2 screenPos)
{
//position
var rayNow = Camera.ScreenPointToRay(screenPos);
if (Plane.Raycast(rayNow, out var enterNow))
return rayNow.GetPoint(enterNow);

return Vector3.zero;
}

private void OnDrawGizmos()
{
Gizmos.DrawLine(transform.position, transform.position + transform.up);
}
#endif
}

任何帮助请谢谢 :D 。

最佳答案

这很简单,你所要做的就是在你的更新函数中添加这段代码;

void Update()
{
if(cam.fieldOfView < minimunDistance)
{
cam.fieldOfView = minimunDistance;
}
else
if(cam.fieldOfView > maxDistance)
{
cam.fieldOfView = maxDistance;
}
}

或者,我有一个捏合和缩放脚本,应该可以在触摸输入设备和鼠标滚轮上使用;


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PinchAndZoom : MonoBehaviour
{
float MouseZoomSpeed = 15.0f;
float TouchZoomSpeed = 0.1f;
float ZoomMinBound = 0.1f;
float ZoomMaxBound = 179.9f;
Camera cam;

// Use this for initialization
void Start()
{
cam = GetComponent<Camera>();
}

void Update()
{
if (Input.touchSupported)
{
// Pinch to zoom
if (Input.touchCount == 2)
{

// get current touch positions
Touch tZero = Input.GetTouch(0);
Touch tOne = Input.GetTouch(1);
// get touch position from the previous frame
Vector2 tZeroPrevious = tZero.position - tZero.deltaPosition;
Vector2 tOnePrevious = tOne.position - tOne.deltaPosition;

float oldTouchDistance = Vector2.Distance (tZeroPrevious, tOnePrevious);
float currentTouchDistance = Vector2.Distance (tZero.position, tOne.position);

// get offset value
float deltaDistance = oldTouchDistance - currentTouchDistance;
Zoom (deltaDistance, TouchZoomSpeed);
}
}
else
{

float scroll = Input.GetAxis("Mouse ScrollWheel");
Zoom(scroll, MouseZoomSpeed);
}



if(cam.fieldOfView < ZoomMinBound)
{
cam.fieldOfView = 0.1f;
}
else
if(cam.fieldOfView > ZoomMaxBound )
{
cam.fieldOfView = 179.9f;
}
}

void Zoom(float deltaMagnitudeDiff, float speed)
{

cam.fieldOfView += deltaMagnitudeDiff * speed;
// set min and max value of Clamp function upon your requirement
cam.fieldOfView = Mathf.Clamp(cam.fieldOfView, ZoomMinBound, ZoomMaxBound);
}
}

关于unity3d - 放大统一移动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59030399/

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