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   -> 游戏开发 -> Unity TouchScript 多点触摸的实时物体跟随 -> 正文阅读

[游戏开发]Unity TouchScript 多点触摸的实时物体跟随

UGUI 2D:

using System.Collections;
using System.Collections.Generic;
using TouchScript;
using TouchScript.Pointers;
using UnityEngine;

public class DangerTipMsg : MonoBehaviour
{
    //public List<bool> OffsetTimerFirst = new List<bool>();

    //物体跟随的对象
    public GameObject obj;
    private Dictionary<int, GameObject> cursors = new Dictionary<int, GameObject>(50);

    private void OnEnable()
    {
        if (TouchManager.Instance != null)
        {

            TouchManager.Instance.PointersAdded += pointersAddedHandler;
            TouchManager.Instance.PointersRemoved += pointersRemovedHandler;
            TouchManager.Instance.PointersUpdated += PointersUpdatedHandle;
            TouchManager.Instance.PointersReleased += PointersReleasedHandle;
        }

        //for (int i = 0; i < 200; i++)
        //{
        //    OffsetTimerFirst.Add(true);
        //}
    }

    private void OnDisable()
    {
        if (TouchManager.Instance != null)
        {
            TouchManager.Instance.PointersAdded -= pointersAddedHandler;
            TouchManager.Instance.PointersRemoved -= pointersRemovedHandler;
            TouchManager.Instance.PointersUpdated -= PointersUpdatedHandle;
            TouchManager.Instance.PointersReleased -= PointersReleasedHandle;
        }
    }

    private void PointersUpdatedHandle(object sender, PointerEventArgs e)
    {
        foreach (var item in e.Pointers)
        {
            GameObject cursor;
            if (!cursors.TryGetValue(item.Id, out cursor)) continue;
            cursor.GetComponent<RectTransform>().anchoredPosition3D = item.Position;

            //if (OffsetTimerFirst[item.Id])
            //{
            //    OffsetTimerFirst[item.Id] = false;
            //    StartCoroutine(MoveLength(item));
            //}
        }
    }


    private void pointersAddedHandler(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject trail = Instantiate(obj, transform);
            trail.name = pointer.Id.ToString();
            trail.transform.GetComponent<RectTransform>().anchoredPosition3D = e.Pointers[i].Position; 
            cursors.Add(pointer.Id, trail);
        }

    }


    private void pointersRemovedHandler(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject cursor;
            if (!cursors.TryGetValue(pointer.Id, out cursor)) continue;
            Destroy(cursor, 1f);
            cursors.Remove(pointer.Id);
        }
    }

    private void PointersReleasedHandle(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject cursor;
            if (!cursors.TryGetValue(pointer.Id, out cursor)) continue;
            cursor.transform.position = Vector3.zero;
        }
    }

    // 多点触摸 每隔一秒 判断每个触摸点的移动距离
    IEnumerator MoveLength(Pointer p)
    {
        Vector3 v = p.Position;
        yield return new WaitForSeconds(1f);
        float length = Vector3.Distance(p.Position, v);
        //OffsetTimerFirst[p.Id] = true;
        //Debug.Log(length);
    }

  
}

?3d:

?

using System.Collections.Generic;
using TouchScript;
using TouchScript.Pointers;
using UnityEngine;

public class Player : MonoBehaviour
{
    // 用于射线检测的的摄像头
    public Camera RayCamera;
    public GameObject obj;

    private Dictionary<int, GameObject> cursors = new Dictionary<int, GameObject>(50);

    private void OnEnable()
    {
        if (TouchManager.Instance != null)
        {
            TouchManager.Instance.PointersAdded += pointersAddedHandler;
            TouchManager.Instance.PointersRemoved += pointersRemovedHandler;
            TouchManager.Instance.PointersUpdated += PointersUpdatedHandle;
            TouchManager.Instance.PointersReleased += PointersReleasedHandle;
        }

    }

    private void OnDisable()
    {
        if (TouchManager.Instance != null)
        {
            TouchManager.Instance.PointersAdded -= pointersAddedHandler;
            TouchManager.Instance.PointersRemoved -= pointersRemovedHandler;
            TouchManager.Instance.PointersUpdated -= PointersUpdatedHandle;
            TouchManager.Instance.PointersReleased -= PointersReleasedHandle;
        }
    }

    private void PointersReleasedHandle(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject cursor;
            if (!cursors.TryGetValue(pointer.Id, out cursor)) continue;
            cursor.transform.position = Vector3.zero;
        }
    }

    private void pointersAddedHandler(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject trail = Instantiate(obj, e.Pointers[i].Position, Quaternion.identity, transform);

            cursors.Add(pointer.Id, trail);
        }

    }

    private void pointersRemovedHandler(object sender, PointerEventArgs e)
    {
        var count = e.Pointers.Count;
        for (var i = 0; i < count; i++)
        {
            var pointer = e.Pointers[i];
            // Don't show internal pointers
            if ((pointer.Flags & Pointer.FLAG_INTERNAL) > 0) continue;

            GameObject cursor;
            if (!cursors.TryGetValue(pointer.Id, out cursor)) continue;
            Destroy(cursor,1f);
            cursors.Remove(pointer.Id);
        }
    }
  

    /// <summary>
    /// 点击事件
    /// </summary>
    /// <param name="sender"></param>
    /// <param name="e"></param>
    private void PointersUpdatedHandle(object sender, PointerEventArgs e)
    {
        foreach (var pointer in e.Pointers)
        {
            UnityEngine.Ray ray = RayCamera.ScreenPointToRay(pointer.Position);
            RaycastHit[] hits = Physics.RaycastAll(ray);
            if (hits.Length > 0)
            {
                foreach (var item in hits)
                {
                    GameObject gameObject = item.collider.gameObject;
                    if (gameObject.CompareTag("AAA") && gameObject.activeSelf)
                    {
                        GameObject cursor;
                        if (!cursors.TryGetValue(pointer.Id, out cursor)) continue;

                        //cursor.transform.position = item.point;

                        // 我的项目的特殊情况,z 是个固定值 正确使用应该是上面这句
                        cursor.transform.position = new Vector3(item.point.x, item.point.y, 14.55008f);

                    }
                }
            }
        }
    }

    // 射线检测
    void RayHitFunction(Vector2 pos,Pointer p)
    {
        UnityEngine.Ray ray = RayCamera.ScreenPointToRay(pos);
        RaycastHit[] hits = Physics.RaycastAll(ray);
        if (hits.Length > 0)
        {
            foreach (var item in hits)
            {
                GameObject gameObject = item.collider.gameObject;
                if (gameObject.CompareTag("AAA") && gameObject.activeSelf)
                {
                    print(item.collider.gameObject.name);

                    GameObject cursor;
                    if (!cursors.TryGetValue(p.Id, out cursor)) continue;
                    cursor.transform.position = item.point;

                }
            }
        }
    }



}

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