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手势放大缩小移动地图

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;
        }
    }
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