检测滑动手势方向

时间:2017-01-05 18:03:16

标签: c# unity3d

这是我尝试模拟滑动手势的代码,因此当我构建移动设备时,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。我希望它在控制台中打印出来,我要么滑动RTL(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;
    }
}

5 个答案:

答案 0 :(得分:14)

我可以在你的代码中发现一些问题。将Vector3==!=进行比较并不是一个好主意。近似比较很好。您在移动平台上使用Input.GetMouseButtonDown

您需要使用Input.touches来执行此操作。循环遍历它,将起始位置存储在TouchPhase.Began中,然后将结束位置存储在TouchPhase.Ended中。然后,您可以使用这两个变量来确定手指的方向。

即使手指尚未在TouchPhase.Moved的帮助下释放,下面的代码也会检测滑动方向。您可以通过启用detectSwipeOnlyAfterRelease布尔变量来禁用它。您还可以修改SWIPE_THRESHOLD以获得灵敏度。

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");
    }
}

答案 1 :(得分:2)

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。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;
  }
}

答案 2 :(得分:1)

针对更精确的控制器(和更少的代码!= D)而修改了Developper的方法:

$ ./bin/read2darrtags dat/2darrtags.txt

tag: 1A
  Hi World

tag: 2A
  Hello Bob
  Life is Good

tag: 3A

答案 3 :(得分:1)

我搜索了相同的内容,并发现创建资产以便于轻扫检测是合理的,并与社区共享。因此,它在github上。我的解决方案支持不同的用例,包括:8向滑动检测,4向,2向(左右或上下),在六边形网格上滑动。列出的所有内容都作为预设包括在内,但是您也可以对其进行配置以检测任意数量的Vector3方向。所以这真的很灵活。另外,您可以尝试WebGL build或查看video tutorial。如果您尝试尝试,请告诉我(通过youtube评论,或参阅github上的“联系人”部分),它是否适合您的情况,是否足够舒适。

答案 4 :(得分:-1)

Try this Out.  
I hope this helps.




void Update(){
if (Input.GetMouseButtonDown(0)){
    startPosition = Input.mousePosition;
}
if (Input.GetMouseButtonUp(0)){
    float swipe = startPosition.x - Input.mousePosition.x;
}


        if (swipe < 0)
        {
            print("LTR");
        } else{
            print("RTL");
        }
    }

}
}
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