using UnityEngine; using TouchScript.Gestures.TransformGestures; /// public class Board : MonoBehaviour { //private PinnedTransformGesture gesture; public TransformGesture gesture; public TransformGesture ManipulationGesture; public float rotateSpeed; public float minScale; public float maxScale; public float minXRotation = -15f; // x轴的最小旋转角度 public float maxXRotation = 15f; // x轴的最大旋转角度 public float minZRotation = -15f; // z轴的最小旋转角度 public float maxZRotation = 15f; // z轴的最大旋转角度 private void OnEnable() { gesture.Transformed += transformedHandler; ManipulationGesture.Transformed += manipulationTransformedHandler; } private void OnDisable() { gesture.Transformed -= transformedHandler; ManipulationGesture.Transformed -= manipulationTransformedHandler; } private void transformedHandler(object sender, System.EventArgs e) { Debug.Log(gesture.DeltaPosition.x + "___" + gesture.DeltaPosition.y); float y = gesture.DeltaPosition.x;// + obj.transform.rotation.y; float x = gesture.DeltaPosition.y;//+ obj.transform.rotation.x; transform.eulerAngles += new Vector3(0, -y * rotateSpeed, 0); //obj.transform.Rotate(Vector3.up, -y * rotateSpeed, Space.World); transform.Rotate(Vector3.right, x * rotateSpeed, Space.World); // 获取当前物体的旋转 Vector3 currentRotation = transform.eulerAngles; // 将x轴的旋转限制在指定范围内 currentRotation.x = ClampAngle(currentRotation.x, minXRotation, maxXRotation); // 将z轴的旋转限制在指定范围内 currentRotation.z = ClampAngle(currentRotation.z, minZRotation, maxZRotation); // 设置限制后的旋转 transform.eulerAngles = currentRotation; } private float ClampAngle(float angle, float min, float max) { if (angle < 90 || angle > 270) // 0-90和270-360的范围 { if (angle > 180) angle -= 360; // 处理大于180度的情况 } else // 90-270的范围 { if (angle < 180) angle += 360; // 处理小于180度的情况 } return Mathf.Clamp(angle, min, max); } private void manipulationTransformedHandler(object sender, System.EventArgs e) { Debug.Log(ManipulationGesture.DeltaScale); transform.localScale += new Vector3(ManipulationGesture.DeltaScale - 1f, ManipulationGesture.DeltaScale - 1f, ManipulationGesture.DeltaScale - 1f); transform.localScale = new Vector3(Mathf.Clamp(transform.localScale.x, minScale, maxScale), Mathf.Clamp(transform.localScale.y, minScale, maxScale), Mathf.Clamp(transform.localScale.z, minScale, maxScale)); } }