检测滑动手势方向
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【中文标题】检测滑动手势方向【英文标题】:Detect swipe gesture direction 【发布时间】:2017-10-18 08:22:51 【问题描述】:这是我尝试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。没有任何记录,我对为什么它似乎不起作用感到困惑。我希望它在控制台中打印出来,我要么刷了RTL
(从右到左)或LTR
(从左到右)。我看不出我做错了什么。
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;
【问题讨论】:
你有太多的检查,特别是最后一个 (endPosition != zero ) 不可能是真的。改用标志 drag = true 和 drag = false 【参考方案1】:我可以在您的代码中发现一些问题。将Vector3
与==
或!=
进行比较并不是一个好主意。近似比较就好了。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,将开始位置存储在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。
在TouchPhase.Moved
的帮助下,即使手指尚未释放,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。你也可以修改SWIPE_THRESHOLD
的敏感度。
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");
【讨论】:
我知道在移动设备上我必须将其更改为 Input.touches,我只是想在我的计算机上模拟它,因为 unity 不会在计算机上读取 Input.touches。只有在构建在移动设备上之后才会这样做。谢谢你虽然帮了很多忙。 倒数第二句话不是真的。您可以在编辑器中将手机连接到计算机进行测试,而无需构建它。请参阅this 并节省您的时间。不客气!【参考方案2】:感谢程序员,我使用了他的建议并编写了一个小组件,它可以与鼠标和触摸一起使用。鼠标将允许您在 PC 上调试应用程序。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;
【讨论】:
【参考方案3】:为更精确的控制器(和更少的代码!=D)修改了开发者的方法:
using System;
using UnityEngine;
using UnityEngine.Events;
using Utilities;
public class SwipeManager : MonoBehaviour
public float swipeThreshold = 40f;
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))
_fingerDown = Input.mousePosition;
_fingerUp = Input.mousePosition;
_fingerDownTime = DateTime.Now;
if (Input.GetMouseButtonUp(0))
_fingerDown = Input.mousePosition;
_fingerUpTime = DateTime.Now;
CheckSwipe();
foreach (var touch in Input.touches)
if (touch.phase == TouchPhase.Began)
_fingerDown = touch.position;
_fingerUp = touch.position;
_fingerDownTime = DateTime.Now;
if (touch.phase == TouchPhase.Ended)
_fingerDown = touch.position;
_fingerUpTime = DateTime.Now;
CheckSwipe();
private void CheckSwipe()
var duration = (float)_fingerUpTime.Subtract(_fingerDownTime).TotalSeconds;
var dirVector = _fingerUp - _fingerDown;
if (duration > timeThreshold) return;
if (dirVector.magnitude < swipeThreshold) return;
var direction = dirVector.Rotation(180f).Round();
print(direction);
if (direction >= 45 && direction < 135) onSwipeUp.Invoke();
else if (direction >= 135 && direction < 225) onSwipeRight.Invoke();
else if (direction >= 225 && direction < 315) onSwipeDown.Invoke();
else if (direction >= 315 && direction < 360 || direction >= 0 && direction < 45) onSwipeLeft.Invoke();
【讨论】:
很久以前,但现在才看到这个错误...?dirVector.Rotation(180f).Round()
我的意思是获取向量的角度(典型的笛卡尔格式:XY)并将其旋转 180 度...【参考方案4】:
我搜索了同样的东西,发现创建资产以方便滑动检测并与社区分享是合理的。所以这里是github。我的解决方案支持不同的用例,包括:8 方向滑动检测、4 方向、2 方向(左右或上下)、六边形网格上的滑动。所有列出的都包含为预设,但您也可以将其配置为检测任意数量的 Vector3 方向。所以 ti 真的很灵活。此外,您可以尝试WebGL build 或查看video tutorial。如果您尝试一下,请告诉我(通过 youtube 评论,或查看 github 上的联系人部分),它是否适合您的情况,是否足够舒适。
【讨论】:
【参考方案5】: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");
【讨论】:
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