Cor*_*rks 5 c# unity-game-engine
这是我尝试和模拟滑动手势的代码,因此当我构建到移动设备时,我知道它会起作用.什么都没有记录,我很困惑为什么它似乎不起作用.我希望它能在控制台中打印出来RTL(我从右到左)或LTR从左到右.我不明白我做错了什么.
void Update()
{
if (Input.GetMouseButtonDown(0))
{
startPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
if (Input.GetMouseButtonUp(0))
{
endPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
if (startPosition != endPosition && startPosition != Vector3.zero && endPosition != Vector3.zero)
{
float deltaX = endPosition.x - startPosition.x;
float deltaY = endPosition.y - startPosition.y;
if ((deltaX > 5.0f || deltaX < -5.0f) && (deltaY >= -1.0f || deltaY <= 1.0f))
{
if (startPosition.x < endPosition.x)
{
print("LTR");
}
else
{
print("RTL");
}
}
startPosition = endPosition = Vector3.zero;
}
}
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Pro*_*mer 18
我可以在你的代码中发现一些问题.Vector3与==或比较并不是一个好主意!=.近似比较很好.您正在Input.GetMouseButtonDown移动平台上使用.
您需要使用Input.touches这样做.在它上面循环,将起始位置存储TouchPhase.Began在结束位置,然后存储到结束位置TouchPhase.Ended.然后,您可以使用这两个变量来确定手指的方向.
下面的代码检测滑动方向,即使手指尚未在手指的帮助下释放TouchPhase.Moved.您可以通过启用detectSwipeOnlyAfterRelease布尔变量来禁用它.您还可以修改SWIPE_THRESHOLD灵敏度.
public class SwipeDetector : MonoBehaviour
{
private Vector2 fingerDown;
private Vector2 fingerUp;
public bool detectSwipeOnlyAfterRelease = false;
public float SWIPE_THRESHOLD = 20f;
// Update is called once per frame
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerUp = touch.position;
fingerDown = touch.position;
}
//Detects Swipe while finger is still moving
if (touch.phase == TouchPhase.Moved)
{
if (!detectSwipeOnlyAfterRelease)
{
fingerDown = touch.position;
checkSwipe();
}
}
//Detects swipe after finger is released
if (touch.phase == TouchPhase.Ended)
{
fingerDown = touch.position;
checkSwipe();
}
}
}
void checkSwipe()
{
//Check if Vertical swipe
if (verticalMove() > SWIPE_THRESHOLD && verticalMove() > horizontalValMove())
{
//Debug.Log("Vertical");
if (fingerDown.y - fingerUp.y > 0)//up swipe
{
OnSwipeUp();
}
else if (fingerDown.y - fingerUp.y < 0)//Down swipe
{
OnSwipeDown();
}
fingerUp = fingerDown;
}
//Check if Horizontal swipe
else if (horizontalValMove() > SWIPE_THRESHOLD && horizontalValMove() > verticalMove())
{
//Debug.Log("Horizontal");
if (fingerDown.x - fingerUp.x > 0)//Right swipe
{
OnSwipeRight();
}
else if (fingerDown.x - fingerUp.x < 0)//Left swipe
{
OnSwipeLeft();
}
fingerUp = fingerDown;
}
//No Movement at-all
else
{
//Debug.Log("No Swipe!");
}
}
float verticalMove()
{
return Mathf.Abs(fingerDown.y - fingerUp.y);
}
float horizontalValMove()
{
return Mathf.Abs(fingerDown.x - fingerUp.x);
}
//////////////////////////////////CALLBACK FUNCTIONS/////////////////////////////
void OnSwipeUp()
{
Debug.Log("Swipe UP");
}
void OnSwipeDown()
{
Debug.Log("Swipe Down");
}
void OnSwipeLeft()
{
Debug.Log("Swipe Left");
}
void OnSwipeRight()
{
Debug.Log("Swipe Right");
}
}
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感谢程序员,我使用了他的建议,并编写了一个可以同时使用鼠标和触摸的小组件。鼠标将允许您在PC上调试应用。我还添加了以秒为单位的时间阈值,因为滑动不能太长。
using System;
using UnityEngine;
using UnityEngine.Events;
public class SwipeManager : MonoBehaviour {
public float swipeThreshold = 50f;
public float timeThreshold = 0.3f;
public UnityEvent OnSwipeLeft;
public UnityEvent OnSwipeRight;
public UnityEvent OnSwipeUp;
public UnityEvent OnSwipeDown;
private Vector2 fingerDown;
private DateTime fingerDownTime;
private Vector2 fingerUp;
private DateTime fingerUpTime;
private void Update () {
if (Input.GetMouseButtonDown(0)) {
this.fingerDown = Input.mousePosition;
this.fingerUp = Input.mousePosition;
this.fingerDownTime = DateTime.Now;
}
if (Input.GetMouseButtonUp(0)) {
this.fingerDown = Input.mousePosition;
this.fingerUpTime = DateTime.Now;
this.CheckSwipe();
}
foreach (Touch touch in Input.touches) {
if (touch.phase == TouchPhase.Began) {
this.fingerDown = touch.position;
this.fingerUp = touch.position;
this.fingerDownTime = DateTime.Now;
}
if (touch.phase == TouchPhase.Ended) {
this.fingerDown = touch.position;
this.fingerUpTime = DateTime.Now;
this.CheckSwipe();
}
}
}
private void CheckSwipe() {
float duration = (float)this.fingerUpTime.Subtract(this.fingerDownTime).TotalSeconds;
if (duration > this.timeThreshold) return;
float deltaX = this.fingerDown.x - this.fingerUp.x;
if (Mathf.Abs(deltaX) > this.swipeThreshold) {
if (deltaX > 0) {
this.OnSwipeRight.Invoke();
//Debug.Log("right");
} else if (deltaX < 0) {
this.OnSwipeLeft.Invoke();
//Debug.Log("left");
}
}
float deltaY = fingerDown.y - fingerUp.y;
if (Mathf.Abs(deltaY) > this.swipeThreshold) {
if (deltaY > 0) {
this.OnSwipeUp.Invoke();
//Debug.Log("up");
} else if (deltaY < 0) {
this.OnSwipeDown.Invoke();
//Debug.Log("down");
}
}
this.fingerUp = this.fingerDown;
}
}
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