我遵循本教程 https://www.youtube.com/watch?v=SrCUO46jcxk
对于多点触控,它可以工作。并尝试使用多个手指同时在每个对象上添加拖动功能。 这是我的按钮代码我添加了一些代码,使它可以同时拖动每个对象,但它只适用于单个对象。我尝试了所有相关的帖子和教程,但没能表演,请帮忙??
interm(i)
此代码适用于输入触控功能
using System.Collections;
using UnityEngine;
public class Button : MonoBehaviour{
public Color defaultColour;
public Color selectedColour;
private Material mat;
private Vector3 screenPoint;
private Vector3 offset;
void Start(){
mat = GetComponent<Renderer> ().material;
}
void OnTouchDown(){
mat.color = selectedColour;
Debug.Log ("Touch Down");
screenPoint = Camera.main.WorldToScreenPoint (transform.position);
offset = transform.position - Camera.main.ScreenToWorldPoint (new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
void OnTouchUp(){
mat.color = defaultColour;
Debug.Log ("Touch Up");
}
void OnTouchStay(){
mat.color = selectedColour;
Debug.Log ("Touch Stay");
Vector3 curScreenPoint = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint (curScreenPoint) + offset;
transform.position = curPosition;
}
void OnTouchExit(){
mat.color = defaultColour;
Debug.Log ("Touch Exit");
}
}
答案 0 :(得分:1)
现在终于执行这个过程,我可以用两种方式执行这个过程
使用touchScript库,它具有丰富的功能,我们可以一次拖动,旋转,平移和缩放多个对象。 https://www.youtube.com/watch?v=HHLBJ1Ss2S0
注意:这是较旧的视频,现在它会发生变化,但几乎相同。 [TouchScript在资产商店中免费提供]
其他选项,在空游戏对象或相机中添加以下代码(添加标签层)
使用System.Collections; 使用System.Collections.Generic; 使用UnityEngine; 使用UnityEngine.UI;
public struct objectst { public Vector3 screenPoint; public Vector3 offset; }
public class TouchInput:MonoBehaviour {
public LayerMask touchInputMask;
private static List<GameObject> touchList = new List<GameObject>();
public static Dictionary<int,objectst> touchobjects = new Dictionary<int,objectst>();
private GameObject[] touchesOld;
private RaycastHit hit;
public Text Count, IndexLift;
private Vector3 targetPos;
void Update () {
int nbTouches = Input.touchCount;
if(nbTouches > 0)
{
nbTouches = 5;
print(nbTouches + " touch(es) detected");
touchesOld = new GameObject[touchList.Count];
touchList.CopyTo(touchesOld);
touchList.Clear();
for (int i = 0; i < nbTouches ; i++)
{
Touch touch = Input.GetTouch(i);
print("Touch index " + touch.fingerId + " detected at position " + touch.position);
Ray ray = Camera.main.ScreenPointToRay (touch.position);
if (Physics.Raycast(ray, out hit, touchInputMask)){
GameObject recipient = hit.transform.gameObject;
touchList.Add(recipient);
//recipient.;
if (touch.phase == TouchPhase.Began){
objectst tempobj = new objectst ();
tempobj.screenPoint = Camera.main.WorldToScreenPoint (recipient.transform.position);
tempobj.offset = recipient.transform.position - Camera.main.ScreenToWorldPoint (new Vector3 (touch.position.x, touch.position.y, tempobj.screenPoint.z));
touchobjects.Add(touch.fingerId,tempobj);
}
if (touch.phase == TouchPhase.Stationary || touch.phase == TouchPhase.Moved){
Vector3 curScreenPoint = new Vector3 (touch.position.x, touch.position.y,
touchobjects[touch.fingerId].screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint (curScreenPoint) + touchobjects[touch.fingerId].offset;
recipient.transform.position = curPosition;
}
if (touch.phase == TouchPhase.Ended){
Vector3 curScreenPoint = new Vector3 (touch.position.x, touch.position.y,
touchobjects[touch.fingerId].screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint (curScreenPoint) - touchobjects[touch.fingerId].offset;
recipient.transform.position = curPosition;
}
if (touch.phase == TouchPhase.Canceled){
}
}
}
foreach (GameObject g in touchesOld){
if (!touchList.Contains(g)){
g.SendMessage("OnTouchExit",hit.point,SendMessageOptions.DontRequireReceiver);
}
}
}
}
}