using DG.Tweening; using System.Collections; using System.Collections.Generic; using TouchScript.Gestures; using TouchScript.Gestures.TransformGestures; using TouchScript.Layers; using UnityEngine; using UnityEngine.UI; public class ObjectRotate : MonoBehaviour { public TransformGesture OneFingerMoveGesture; public TransformGesture ManipulationGesture; public GameObject obj; 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 public float rotateSpeed; // Start is called before the first frame update void OnEnable() { OneFingerMoveGesture.Transformed += oneFingerTransformHandler; ManipulationGesture.Transformed += manipulationTransformedHandler; } void OnDisable() { OneFingerMoveGesture.Transformed -= oneFingerTransformHandler; ManipulationGesture.Transformed -= manipulationTransformedHandler; } private void oneFingerTransformHandler(object sender, System.EventArgs e) { Debug.Log(OneFingerMoveGesture.DeltaPosition.x + "___" + OneFingerMoveGesture.DeltaPosition.y); float y = OneFingerMoveGesture.DeltaPosition.x;// + obj.transform.rotation.y; float x = OneFingerMoveGesture.DeltaPosition.y;//+ obj.transform.rotation.x; obj.transform.eulerAngles += new Vector3(0, -y * rotateSpeed, 0); //obj.transform.Rotate(Vector3.up, -y * rotateSpeed, Space.World); obj.transform.Rotate(Vector3.right, x * rotateSpeed, Space.World); // 获取当前物体的旋转 Vector3 currentRotation = obj.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 obj.transform.eulerAngles = currentRotation; } private void manipulationTransformedHandler(object sender, System.EventArgs e) { Debug.Log(ManipulationGesture.DeltaScale); obj.transform.localScale += new Vector3(ManipulationGesture.DeltaScale - 1f, ManipulationGesture.DeltaScale - 1f, ManipulationGesture.DeltaScale - 1f); obj.transform.localScale = new Vector3(Mathf.Clamp(obj.transform.localScale.x, minScale, maxScale), Mathf.Clamp(obj.transform.localScale.y, minScale, maxScale), Mathf.Clamp(obj.transform.localScale.z, minScale, maxScale)); } // 辅助函数,用于将角度限制在指定范围内 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); } public void resetRotate() { Vector3 a =new Vector3(-1.6f,-0.12f,1); obj.transform.DOMove(a, 1f); obj.transform.DORotate(Vector3.zero,1f); obj.transform.DOScale(Vector3.one, 1f); GetComponent().enabled = false; } public void goTo() { obj.transform.DOMove(Vector3.zero, 1f); obj.transform.DORotate(Vector3.zero, 1f); GetComponent().enabled = true; } }