再將目標物件拖曳到JavaScript上的target
var target: Transform;
var xSpeed: float = 20;
var ySpeed: float = 20;
var yMinLimit: float = -50;
var yMaxLimit: float = 50;
var distance: float = 7;
var pinchSpeed: float = -0.25;
var minDistance: float = 2;
var maxDistance: float = 30;
private var x: float = 0.0;
private var y: float = 0.0;
private var touch: Touch;
private var lastDist: float = 0;
private var curDist: float = 0;
function Start() {
var angles: Vector3 = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
function LateUpdate() {
if (target) {
if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) {
touch = Input.GetTouch(0);
x += touch.deltaPosition.x * xSpeed * 0.02;
y -= touch.deltaPosition.y * ySpeed * 0.02;
y = Mathf.Clamp(y, yMinLimit, yMaxLimit);
if (x < -360) x = 0;
if (x > 360) x = 0;
}
if (Input.touchCount > 1 && (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)) {
var touch1 = Input.GetTouch(0);
var touch2 = Input.GetTouch(1);
curDist = Vector2.Distance(touch1.position, touch2.position);
if (curDist > lastDist) {
distance += Vector2.Distance(touch1.deltaPosition, touch2.deltaPosition) * pinchSpeed / 10;
}
else {
distance -= Vector2.Distance(touch1.deltaPosition, touch2.deltaPosition) * pinchSpeed / 10;
}
lastDist = curDist;
}
distance = Mathf.Clamp(distance, minDistance, maxDistance);
var rotation: Quaternion = Quaternion.Euler(y, x, 0.0f);
var disVector: Vector3 = new Vector3(0.0f, 0.0f, -distance);
var position: Vector3 = rotation * disVector + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
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