【发布时间】:2017-01-27 19:05:56
【问题描述】:
我正在尝试在基于 Unity UI 的应用中重新实现捏拉缩放系统。大约六个月前,我能够通过将 UI 画布作为常规 GameObject 的子对象并操纵该对象的变换来破解一个,但自从更新到 Unity 5.5+ 后,我发现这不起作用。我能得到的最接近的允许捏合手势更改画布的 scaleFactor,这 a) 可以使图像、面板等根据它们的对齐方式不正确地调整大小,并且 b) 缩放后将不允许我平移。
到目前为止,我所拥有的是:
public class PinchToZoomScaler : MonoBehaviour {
public Canvas canvas; // The canvas
public float zoomSpeed = 0.5f; // The rate of change of the canvas scale factor
public float _resetDuration = 3.0f;
float _durationTimer = 0.0f;
float _startScale = 0.0f;
void Start() {
_startScale = canvas.scaleFactor;
}
void Update()
{
// If there are two touches on the device...
if (Input.touchCount == 2) {
// Store both touches.
Touch touchZero = Input.GetTouch (0);
Touch touchOne = Input.GetTouch (1);
// Find the position in the previous frame of each touch.
Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
// Find the magnitude of the vector (the distance) between the touches in each frame.
float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;
// Find the difference in the distances between each frame.
float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;
// ... change the canvas size based on the change in distance between the touches.
canvas.scaleFactor -= deltaMagnitudeDiff * zoomSpeed;
// Make sure the canvas size never drops below 0.1
canvas.scaleFactor = Mathf.Max (canvas.scaleFactor, _startScale);
canvas.scaleFactor = Mathf.Min (canvas.scaleFactor, _startScale * 3.0f);
_durationTimer = 0.0f;
} else {
_durationTimer += Time.deltaTime;
if (_durationTimer >= _resetDuration) {
canvas.scaleFactor = _startScale;
}
}
}
}
正如我所说,这在一定程度上有效,但不能很好地统一缩放,也不能让我平移画布。提前感谢您的帮助。
【问题讨论】:
标签: c# user-interface unity3d unity5 pinchzoom