我正在尝试实现一种可以旋转和放大场景的简单轨道骆驼。我遵循了一些教程,如果将其构建为PC Standalone,则可以在Windows上运行程序而没有任何问题。如果我将其构建为WebGL,则我的相机仍然可以通过单点触摸(旋转)正常工作,而在多点触摸下,我的行为会很奇怪。很难解释,但是即使我不动手指也无法放大和缩小。是“模糊”之王。我测试过的浏览器是Firefox和Chrome。
这是我的代码。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraOrbitTouch : MonoBehaviour {
public void Init()
{
//If there is no BeginMenu, create a temporary target at 'distance' from the cameras current viewpoint
if (!target)
{
GameObject go = new GameObject("Cam Target");
go.transform.position = transform.position + (transform.forward * distance);
target = go.transform;
}
distance = Vector3.Distance(transform.position, target.position);
currentDistance = distance;
desiredDistance = distance;
//be sure to grab the current rotations as starting points.
position = transform.position;
rotation = transform.rotation;
currentRotation = transform.rotation;
desiredRotation = transform.rotation;
xDeg = Vector3.Angle(Vector3.right, transform.right);
yDeg = Vector3.Angle(Vector3.up, transform.up);
}
/*
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
*/
void LateUpdate()
{
if (Input.touchCount == 2)
{
//First finger touch
Touch touchZero = Input.GetTouch(0);
//Second finger touch
Touch touchOne = Input.GetTouch(1);
//Position shift 1st finger - right
Vector2 touchZeroPreviousPosition = touchZero.position - touchZero.deltaPosition;
//Position shift 2nd finger - right
Vector2 touchOnePreviousPosition = touchOne.position - touchOne.deltaPosition;
float prevTouchDeltaMag = (touchZeroPreviousPosition - touchOnePreviousPosition).magnitude;
float TouchDeltaMag = (touchZero.position - touchOne.position).magnitude;
//Total shift
float deltaMagDiff = prevTouchDeltaMag - TouchDeltaMag;
desiredDistance += deltaMagDiff * Time.deltaTime * zoomRate * 0.0025f * Mathf.Abs(desiredDistance);
}
if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Vector2 touchposition = Input.GetTouch(0).deltaPosition;
xDeg += touchposition.x * xSpeed * 0.002f;
yDeg -= touchposition.y * ySpeed * 0.002f;
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
}
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.rotation = rotation;
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
position = target.position - (rotation * Vector3.forward * currentDistance);
position = position - targetOffset;
transform.position = position;
}
//Max rotation of the camera around the object (360 sphere)
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}