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Andrew_STOP_RU_AGRESSION_IN_UA
Andrew_STOP_RU_AGRESSION_IN_UA
Asked:2020-01-29 01:58:57 +0000 UTC2020-01-29 01:58:57 +0000 UTC 2020-01-29 01:58:57 +0000 UTC

如何在 Unity 中捕捉滑动/滑动事件?

  • 772

在许多游戏中,您需要捕捉手势,包括手势。滑动手势。

c#
  • 1 1 个回答
  • 10 Views

1 个回答

  • Voted
  1. Best Answer
    Andrew_STOP_RU_AGRESSION_IN_UA
    2020-01-29T01:58:57Z2020-01-29T01:58:57Z

    如果需要一个简单的实现而不使用外部资产

    要使用下面的课程,只需订阅即可

    SwipeDetector.OnSwipe += SomeMethodCalledBySwipe;
    

    和一个示例方法:

    private void SomeMethodCalledBySwipe(SwipeData data){
        if (data.direction == .Left)
            Debug.Log("swipe Left");
    }
    

    班级代码:

    using System;
    using UnityEngine;
    
    public class SwipeDetector : MonoBehaviour
    {
        private Vector2 _fingerDownPosition;
        private Vector2 _fingerUpPosition;
    
        [SerializeField]
        private bool _detectSwipeOnlyAfterRelease = false;
    
        [SerializeField]
        private float _minDistanceForSwipe = 20f;
    
        public static event Action<SwipeData> OnSwipe = delegate { };
    
        private void Update()
        {
            SwipeDetectLogic();
        }
    
        private void SwipeDetectLogic()
        {
            foreach (Touch touch in Input.touches)
            {
                if (touch.phase == TouchPhase.Began)
                {
                    _fingerUpPosition = touch.position;
                    _fingerDownPosition = touch.position;
                }
    
                if (!_detectSwipeOnlyAfterRelease && touch.phase == TouchPhase.Moved || 
                    touch.phase == TouchPhase.Ended)
                {
                    _fingerDownPosition = touch.position;
                    DetectSwipe();
                }
            }
        }
    
        private void DetectSwipe()
        {
            if (SwipeDistanceCheckMet())
            {
                if (IsVerticalSwipe())
                {
                    var direction = _fingerDownPosition.y - _fingerUpPosition.y > 0 ? SwipeDirection.Up : SwipeDirection.Down;
                    SendSwipe(direction);
                }
                else
                {
                    var direction = _fingerDownPosition.x - _fingerUpPosition.x > 0 ? SwipeDirection.Right : SwipeDirection.Left;
                    SendSwipe(direction);
                }
                _fingerUpPosition = _fingerDownPosition;
            }
        }
    
        private bool IsVerticalSwipe()
        {
            return VerticalMovementDistance() > HorizontalMovementDistance();
        }
    
        private bool SwipeDistanceCheckMet()
        {
            return VerticalMovementDistance() > _minDistanceForSwipe || HorizontalMovementDistance() > _minDistanceForSwipe;
        }
    
        private float VerticalMovementDistance()
        {
            return Mathf.Abs(_fingerDownPosition.y - _fingerUpPosition.y);
        }
    
        private float HorizontalMovementDistance()
        {
            return Mathf.Abs(_fingerDownPosition.x - _fingerUpPosition.x);
        }
    
        private void SendSwipe(SwipeDirection direction)
        {
            SwipeData swipeData = new SwipeData()
            {
                Direction = direction,
                StartPosition = _fingerDownPosition,
                EndPosition = _fingerUpPosition
            };
            OnSwipe(swipeData);
        }
    }
    
    public struct SwipeData
    {
        public Vector2 StartPosition;
        public Vector2 EndPosition;
        public SwipeDirection Direction;
    }
    
    public enum SwipeDirection
    {
        Up,
        Down,
        Left,
        Right
    }
    

    可视化器/记录器代码(可选):

    using UnityEngine;
    
    [RequireComponent(typeof(LineRenderer))]
    public class SwipeDebugger : MonoBehaviour
    {
        [SerializeField]
        public bool _logging;
    
        [SerializeField]
        public bool _drawSwipe;
    
        private LineRenderer _lineRenderer;
    
        private float _zOffset = 10;
    
        private void Awake()
        {
            _lineRenderer = GetComponent<LineRenderer>();
    
            SwipeDetector.OnSwipe += DrawSwipe;
            SwipeDetector.OnSwipe += LogSwipee;
        }
    
        private void DrawSwipe(SwipeData data)
        {
            if (_drawSwipe)
            {
                Vector3[] positions = new Vector3[2];
                positions[0] = Camera.main.ScreenToWorldPoint(new Vector3(data.StartPosition.x, data.StartPosition.y, _zOffset));
                positions[1] = Camera.main.ScreenToWorldPoint(new Vector3(data.EndPosition.x, data.EndPosition.y, _zOffset));
                _lineRenderer.positionCount = 2;
                _lineRenderer.SetPositions(positions);
            }
        }
    
        private void LogSwipee(SwipeData data)
        {
            if (_logging)
               Debug.Log("Swipe in Direction: " + data.Direction);
        }
    }
    

    如果您需要更灵活的解决方案:

    还有一个Lean Touch资产:https ://assetstore.unity.com/packages/tools/input-management/lean-touch-30111

    在那里,滑动更加灵活(这远非总是必要的,也远非总是加分)并支持许多功能,如录音、对角滑动、触摸路径等等,您不必自己编写。

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