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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