我试图让团结认识到我从左向右滑动,我已经解决了这个问题,但我的问题是,在我将手指从屏幕上移开之前,它并不理解这一点。
我的问题是我怎样才能让它知道我向右然后再向左然后再向右所有而没有用手指触摸屏幕
这是我到目前为止的代码
using UnityEngine;
using System.Collections;
public class Gestures : MonoBehaviour {
private Vector2 fingerStart;
private Vector2 fingerEnd;
public int leftRight = 0;
public int upDown = 0;
void Update () {
foreach(Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved )
{
fingerEnd = touch.position;
}
if(touch.phase == TouchPhase.Ended)
{
if((fingerStart.x - fingerEnd.x) > 80 || (fingerStart.x - fingerEnd.x) < -80) // Side to side Swipe
{
leftRight ++;
}
else if((fingerStart.y - fingerEnd.y) < -80 || (fingerStart.y - fingerEnd.y) > 80) // top to bottom swipe
{
upDown ++;
}
if(leftRight >= 3){
leftRight = 0;
}
if(upDown >= 4){
upDown = 0;
}
}
}
}
}
答案 0 :(得分:10)
您面临的问题是因为您已在TouchPhase.Ended中完成了检查。你想要做的是在TouchPhase.Moved中执行你的支票,价值变化较小(你在Ended中使用80,如果你的代码不起作用的话,尝试10个)
Unity关于TouchPhase的文档http://docs.unity3d.com/ScriptReference/TouchPhase.html
foreach(Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved )
{
fingerEnd = touch.position;
if((fingerStart.x - fingerEnd.x) > 80 ||
(fingerStart.x - fingerEnd.x) < -80) // Side to side Swipe
{
leftRight ++;
}
else if((fingerStart.y - fingerEnd.y) < -80 ||
(fingerStart.y - fingerEnd.y) > 80) // top to bottom swipe
{
upDown ++;
}
if(leftRight >= 3){
leftRight = 0;
}
if(upDown >= 4){
upDown = 0;
}
//After the checks are performed, set the fingerStart & fingerEnd to be the same
fingerStart = touch.position;
}
if(touch.phase == TouchPhase.Ended)
{
leftRight = 0;
upDown = 0;
fingerStart = Vector2.zero;
fingerEnd = Vector2.zero;
}
如果你想明确检查一个模式(即左边 - >右边 - >左边),而不是像你要做的那样检查它是否是横向/纵向移动,试试下面的代码。请记住包括System.Collentions.Generic&amp; System.Linq名称空间
private Vector2 fingerStart;
private Vector2 fingerEnd;
public enum Movement
{
Left,
Right,
Up,
Down
};
public List<Movement> movements = new List<Movement>();
void Update () {
foreach(Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began) {
fingerStart = touch.position;
fingerEnd = touch.position;
}
if(touch.phase == TouchPhase.Moved) {
fingerEnd = touch.position;
//There is more movement on the X axis than the Y axis
if(Mathf.Abs(fingerStart.x - fingerEnd.x) > Mathf.Abs(fingerStart.y - fingerEnd.y)) {
//Right Swipe
if((fingerEnd.x - fingerStart.x) > 0)
movements.Add(Movement.Right);
//Left Swipe
else
movements.Add(Movement.Left);
}
//More movement along the Y axis than the X axis
else {
//Upward Swipe
if((fingerEnd.y - fingerStart.y) > 0)
movements.Add(Movement.Up);
//Downward Swipe
else
movements.Add(Movement.Down);
}
//After the checks are performed, set the fingerStart & fingerEnd to be the same
fingerStart = touch.position;
//Now let's check if the Movement pattern is what we want
//In this example, I'm checking whether the pattern is Left, then Right, then Left again
Debug.Log (CheckForPatternMove(0, 3, new List<Movement>() { Movement.Left, Movement.Right, Movement.Left } ));
}
if(touch.phase == TouchPhase.Ended)
{
fingerStart = Vector2.zero;
fingerEnd = Vector2.zero;
movements.Clear();
}
}
}
private bool CheckForPatternMove (int startIndex, int lengthOfPattern, List<Movement> movementToCheck) {
//If the currently stored movements are fewer than the length of the pattern to be detected
//it can never match the pattern. So, let's get out
if(lengthOfPattern > movements.Count)
return false;
//In case the start index for the check plus the length of the pattern
//exceeds the movement list's count, it'll throw an exception, so lets get out
if(startIndex + lengthOfPattern > movements.Count)
return false;
//Populate a temporary list with the respective elements
//from the movement list
List<Movement> tMovements = new List<Movement>();
for(int i = startIndex; i < startIndex + lengthOfPattern; i++)
tMovements.Add(movements[i]);
//Now check whether the sequence of movements is the same as the pattern you want to check for
//The SequenceEqual method is in the System.Linq namespace
return tMovements.SequenceEqual(movementToCheck);
}
编辑添加了更多代码作为示例
//The idea of a pattern match is to check for the exact same set of swipe gesture.
//This requires the following conditions to be met
// (a) The List of movements that need to be checked must be at least as long as the List of movements to check against.
// (b) The correct indices should be used for the startIndex. In this case I'm just using 0 as the startIndex.
// (c) Remember to clear the List right after you get a true return from the method, otherwise the next return will most likely be a false.
//Example - Training set is Left -> Right -> Left (This is what we want to check)
// Step 1 - User swipes LEFT, method returns false because there are too few Movements to check
// Step 2 - User swipes RIGHT, method returns false (same reason as above)
// Step 3a - User swipes RIGHT (L, R, R now) - false, incorrect pattern (L, R, R instead of L, R, L)
// Step 3b - User swipes LEFT (L, R, L now) - TRUE, Correct pattern!
//Immediately clear if Step 3b happens otherwise Step 4 will occur
// Step 4 - User swipes L or R (direction is immaterial right now), and method will return FALSE
// if you use the last three indexes!
//Pre-populating the movements List with L, R, L
movements = new List<Movement>()
{
Movement.Left,
Movement.Right,
Movement.Left
};
//Checking a match against an L, R, L training set
//This prints true to the console
Debug.Log (CheckForPatternMove(0, 3, new List<Movement>() { Movement.Left, Movement.Right, Movement.Left } ));
以下是我的Update功能的样子。注意GetMouseButton在Input.touch上的用法
void Update () {
//Example usage in Update. Note how I use Input.GetMouseButton instead of Input.touch
//GetMouseButtonDown(0) instead of TouchPhase.Began
if (Input.GetMouseButtonDown(0)) {
fingerStart = Input.mousePosition;
fingerEnd = Input.mousePosition;
}
//GetMouseButton instead of TouchPhase.Moved
//This returns true if the LMB is held down in standalone OR
//there is a single finger touch on a mobile device
if(Input.GetMouseButton(0)) {
fingerEnd = Input.mousePosition;
//There was some movement! The tolerance variable is to detect some useful movement
//i.e. an actual swipe rather than some jitter. This is the same as the value of 80
//you used in your original code.
if(Mathf.Abs(fingerEnd.x - fingerStart.x) > tolerance ||
Mathf.Abs(fingerEnd.y - fingerStart.y) > tolerance) {
//There is more movement on the X axis than the Y axis
if(Mathf.Abs(fingerStart.x - fingerEnd.x) > Mathf.Abs(fingerStart.y - fingerEnd.y)) {
//Right Swipe
if((fingerEnd.x - fingerStart.x) > 0)
movements.Add(Movement.Right);
//Left Swipe
else
movements.Add(Movement.Left);
}
//More movement along the Y axis than the X axis
else {
//Upward Swipe
if((fingerEnd.y - fingerStart.y) > 0)
movements.Add(Movement.Up);
//Downward Swipe
else
movements.Add(Movement.Down);
}
//After the checks are performed, set the fingerStart & fingerEnd to be the same
fingerStart = fingerEnd;
//Now let's check if the Movement pattern is what we want
//In this example, I'm checking whether the pattern is Left, then Right, then Left again
Debug.Log (CheckForPatternMove(0, 3, new List<Movement>() { Movement.Left, Movement.Right, Movement.Left } ));
}
}
//GetMouseButtonUp(0) instead of TouchPhase.Ended
if(Input.GetMouseButtonUp(0)) {
fingerStart = Vector2.zero;
fingerEnd = Vector2.zero;
movements.Clear();
}
}