├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Demos.meta ├── Demos │ ├── Scenes │ │ ├── Demo_1.unity.meta │ │ └── Demo_1.unity │ ├── Scripts.meta │ ├── Scenes.meta │ └── Scripts │ │ ├── Demo1.cs.meta │ │ ├── DemoCamera.cs.meta │ │ ├── Demo1.cs │ │ └── DemoCamera.cs ├── TouchSystem.meta └── TouchSystem │ ├── Recognizer.meta │ ├── TSTouch.cs.meta │ ├── TouchSystem.cs.meta │ ├── Recognizer │ ├── PanRecognizer.cs.meta │ ├── PinchRecognizer.cs.meta │ ├── TapRecognizer.cs.meta │ ├── AbstractRecognizer.cs.meta │ ├── TapRecognizer.cs │ ├── AbstractRecognizer.cs │ ├── PinchRecognizer.cs │ └── PanRecognizer.cs │ ├── TSTouch.cs │ └── TouchSystem.cs ├── .gitignore ├── README.md └── Packages └── manifest.json /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.2.5f1 2 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 99c9720ab356a0642a771bea13969a05 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | .vscode/ 12 | 13 | # Autogenerated VS/MD/Consulo solution and project files 14 | ExportedObj/ 15 | .consulo/ 16 | *.csproj 17 | *.unityproj 18 | *.sln 19 | *.suo 20 | *.tmp 21 | *.user 22 | *.userprefs 23 | *.pidb 24 | *.booproj 25 | *.svd 26 | *.pdb 27 | 28 | # Unity3D generated meta files 29 | *.pidb.meta 30 | *.pdb.meta 31 | 32 | # Unity3D Generated File On Crash Reports 33 | sysinfo.txt 34 | 35 | # Builds 36 | *.apk 37 | *.unitypackage 38 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - PostProcessing 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # TouchSystem 2 | 🖐🏻 Gestures and touch system for Unity. 3 | 4 | You can easy control touch inputs and gestures with TouchSystem. TouchSystem provides variety built in recognizers and assumes that only one gesture can be recognized at a time. 5 | 6 | ### Feature 7 | #### Customizable gesture recognizers 8 | If you want to make your own gesture recognizer, all you have to do is subclass **AbstractRecognizer** and implement some methods. 9 | 10 | #### Control continuous recognize 11 | **Continuous recognition** means that another gesture can be triggered when one finger leaves the screen and the others remain. 12 | 13 | ### Included Gesture Recognizers 14 | - Tap Recognizer 15 | - Pan Recognizer (one or more fingers) 16 | - Pinch Recognizer (two fingers) 17 | 18 | ### TODO 19 | - Add gesture target: using collision or rect 20 | - Add more gestures 21 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- 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-------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "2.0.16", 5 | "com.unity.package-manager-ui": "1.9.11", 6 | "com.unity.purchasing": "2.0.3", 7 | "com.unity.textmeshpro": "1.2.4", 8 | "com.unity.modules.ai": "1.0.0", 9 | "com.unity.modules.animation": "1.0.0", 10 | "com.unity.modules.assetbundle": "1.0.0", 11 | "com.unity.modules.audio": "1.0.0", 12 | "com.unity.modules.cloth": "1.0.0", 13 | "com.unity.modules.director": "1.0.0", 14 | "com.unity.modules.imageconversion": "1.0.0", 15 | "com.unity.modules.imgui": "1.0.0", 16 | "com.unity.modules.jsonserialize": "1.0.0", 17 | "com.unity.modules.particlesystem": "1.0.0", 18 | "com.unity.modules.physics": "1.0.0", 19 | "com.unity.modules.physics2d": "1.0.0", 20 | "com.unity.modules.screencapture": "1.0.0", 21 | "com.unity.modules.terrain": "1.0.0", 22 | "com.unity.modules.terrainphysics": "1.0.0", 23 | "com.unity.modules.tilemap": "1.0.0", 24 | "com.unity.modules.ui": "1.0.0", 25 | "com.unity.modules.uielements": "1.0.0", 26 | "com.unity.modules.umbra": "1.0.0", 27 | "com.unity.modules.unityanalytics": "1.0.0", 28 | "com.unity.modules.unitywebrequest": "1.0.0", 29 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 30 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 31 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 32 | "com.unity.modules.unitywebrequestwww": "1.0.0", 33 | "com.unity.modules.vehicles": "1.0.0", 34 | "com.unity.modules.video": "1.0.0", 35 | "com.unity.modules.vr": "1.0.0", 36 | "com.unity.modules.wind": "1.0.0", 37 | "com.unity.modules.xr": "1.0.0" 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/TouchSystem/Recognizer/TapRecognizer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | 6 | public class TapRecognizer : AbstractRecognizer 7 | { 8 | public event Action gestureRecognizedEvent; 9 | 10 | public Vector2 startPosition; 11 | public Vector2 position; 12 | public Vector2 lastPosition 13 | { 14 | get { return position - deltaPosition; } 15 | } 16 | public Vector2 deltaPosition; 17 | 18 | private float maxMoveDistance; 19 | 20 | public TapRecognizer(float maxTapMoveDistance = 1f) 21 | { 22 | maxMoveDistance = maxTapMoveDistance; 23 | } 24 | 25 | #region event 26 | 27 | 28 | internal void emitRecognizedEvent() 29 | { 30 | if (gestureRecognizedEvent != null) 31 | gestureRecognizedEvent(this); 32 | } 33 | 34 | #endregion 35 | 36 | 37 | internal override bool canTrigger(List touches) 38 | { 39 | if (touches.Count == 1) 40 | { 41 | TSTouch touch = touches[0]; 42 | if (touch.phase == TouchPhase.Ended && touch.deltaPosition.magnitude < maxMoveDistance) 43 | { 44 | return true; 45 | } 46 | } 47 | return false; 48 | } 49 | 50 | internal override void touchesBegan(List touches) 51 | { } 52 | 53 | 54 | internal override void touchesMoved(List touches) 55 | { } 56 | 57 | 58 | internal override void touchesEnded(List touches) 59 | { 60 | if (touches.Count == 1) 61 | { 62 | TSTouch touch = touches[0]; 63 | tracingTouches.Add(touch); 64 | state = RecognizerState.Recognized; 65 | emitRecognizedEvent(); 66 | } 67 | 68 | state = RecognizerState.Ended; 69 | end(); 70 | reset(); 71 | 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | public class Demo1 : MonoBehaviour 6 | { 7 | private DemoCamera demoCamera; 8 | 9 | void Start() 10 | { 11 | demoCamera = FindObjectOfType(typeof(DemoCamera)) as DemoCamera; 12 | 13 | TapRecognizer tapRecognizer = new TapRecognizer(); 14 | tapRecognizer.zIndex = 1; 15 | tapRecognizer.gestureRecognizedEvent += r => 16 | { 17 | Debug.Log("Tap: " + r); 18 | }; 19 | 20 | PanRecognizer panRecognizer = new PanRecognizer(); 21 | panRecognizer.zIndex = 2; 22 | panRecognizer.gestureBeginEvent += r => 23 | { 24 | Debug.Log("Pan Begin -----: " + r); 25 | }; 26 | 27 | panRecognizer.gestureRecognizedEvent += r => 28 | { 29 | Debug.Log("Pan : " + r); 30 | demoCamera.Rotate(-(r.deltaPosition) * 0.1f); 31 | }; 32 | 33 | panRecognizer.gestureEndEvent += r => 34 | { 35 | Debug.Log("Pan End -----: " + r); 36 | }; 37 | 38 | PanRecognizer panTwoRecognizer = new PanRecognizer(2); 39 | panTwoRecognizer.zIndex = 3; 40 | panTwoRecognizer.gestureBeginEvent += r => 41 | { 42 | Debug.Log("Pan Two Begin -----: " + r); 43 | }; 44 | 45 | panTwoRecognizer.gestureRecognizedEvent += r => 46 | { 47 | Debug.Log("Pan Two : " + r); 48 | demoCamera.Move(r.deltaPosition * 0.05f); 49 | }; 50 | 51 | panTwoRecognizer.gestureEndEvent += r => 52 | { 53 | Debug.Log("Pan Two End -----: " + r); 54 | }; 55 | 56 | PinchRecognizer pinchRecognizer = new PinchRecognizer(); 57 | pinchRecognizer.zIndex = 4; 58 | pinchRecognizer.gestureBeginEvent += r => 59 | { 60 | Debug.Log("Pinch Begin -----: " + r); 61 | }; 62 | 63 | pinchRecognizer.gestureRecognizedEvent += r => 64 | { 65 | Debug.Log("Pinch : " + r); 66 | demoCamera.Zoom(r.deltaDistance * 0.05f); 67 | }; 68 | 69 | pinchRecognizer.gestureEndEvent += r => 70 | { 71 | Debug.Log("Pinch End -----: " + r); 72 | }; 73 | 74 | TouchSystem.addRecognizer(tapRecognizer); 75 | TouchSystem.addRecognizer(panRecognizer); 76 | TouchSystem.addRecognizer(panTwoRecognizer); 77 | TouchSystem.addRecognizer(pinchRecognizer); 78 | 79 | } 80 | } -------------------------------------------------------------------------------- /Assets/TouchSystem/Recognizer/AbstractRecognizer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public enum RecognizerState 7 | { 8 | Possible, 9 | Began, 10 | Recognized, 11 | Ended, 12 | } 13 | public abstract class AbstractRecognizer : IComparable 14 | { 15 | 16 | public uint zIndex = 0; 17 | public RecognizerState state = RecognizerState.Possible; 18 | protected List tracingTouches = new List(); 19 | 20 | #region Public 21 | 22 | internal void recognizeTouches(List touches) 23 | { 24 | for (var i = touches.Count - 1; i >= 0; i--) 25 | { 26 | TSTouch touch = touches[i]; 27 | switch (touch.phase) 28 | { 29 | case TouchPhase.Began: 30 | { 31 | touchesBegan(touches); 32 | break; 33 | } 34 | case TouchPhase.Moved: 35 | { 36 | touchesMoved(touches); 37 | break; 38 | } 39 | case TouchPhase.Ended: 40 | case TouchPhase.Canceled: 41 | { 42 | touchesEnded(touches); 43 | break; 44 | } 45 | } 46 | } 47 | 48 | } 49 | 50 | internal void reset() 51 | { 52 | state = RecognizerState.Possible; 53 | tracingTouches.Clear(); 54 | } 55 | 56 | internal void end() 57 | { 58 | TouchSystem.resetRecoginer(); 59 | } 60 | 61 | internal virtual bool canTrigger(List touches) 62 | { 63 | return false; 64 | } 65 | 66 | internal virtual void touchesBegan(List touches) 67 | { } 68 | 69 | 70 | internal virtual void touchesMoved(List touches) 71 | { } 72 | 73 | 74 | internal virtual void touchesEnded(List touches) 75 | { } 76 | 77 | 78 | #endregion 79 | 80 | 81 | #region IComparable and ToString implementation 82 | 83 | public int CompareTo(AbstractRecognizer other) 84 | { 85 | return zIndex.CompareTo(other.zIndex); 86 | } 87 | 88 | public override string ToString() 89 | { 90 | String positions = ""; 91 | for (int i = 0; i < tracingTouches.Count; i++) 92 | { 93 | positions += tracingTouches[i].position; 94 | } 95 | return string.Format("[{0}] state: {1}, location: {2}, zIndex: {3}", this.GetType(), state, positions, zIndex); 96 | } 97 | 98 | #endregion 99 | } 100 | -------------------------------------------------------------------------------- /Assets/TouchSystem/TSTouch.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class TSTouch 5 | { 6 | public readonly int fingerId; 7 | public Vector2 position; 8 | public Vector2 startPosition; 9 | public Vector2 lastPosition 10 | { 11 | get { return position - deltaPosition; } 12 | } 13 | public Vector2 deltaPosition; 14 | public float deltaTime; 15 | 16 | public TouchPhase phase = TouchPhase.Ended; 17 | 18 | #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WEBPLAYER || UNITY_WEBGL 19 | private Vector2? lastMousePosition; 20 | private double lastClickTime; 21 | #endif 22 | 23 | 24 | public TSTouch(int id) 25 | { 26 | fingerId = id; 27 | } 28 | 29 | public TSTouch updateByTouch(Touch touch) 30 | { 31 | position = touch.position; 32 | deltaPosition = touch.deltaPosition; 33 | deltaTime = touch.deltaTime; 34 | 35 | // tapCount = touch.tapCount; 36 | 37 | if (touch.phase == TouchPhase.Began) 38 | { 39 | startPosition = position; 40 | } 41 | if (touch.phase == TouchPhase.Canceled) 42 | phase = TouchPhase.Ended; 43 | else 44 | phase = touch.phase; 45 | 46 | return this; 47 | } 48 | 49 | public TSTouch updateByMouse() 50 | { 51 | // do we have some input to work with? 52 | if (Input.GetMouseButtonUp(0) || Input.GetMouseButton(0)) 53 | { 54 | var phase = TouchPhase.Moved; 55 | 56 | // guard against down and up being called in the same frame 57 | if (Input.GetMouseButtonDown(0) && Input.GetMouseButtonUp(0)) 58 | phase = TouchPhase.Canceled; 59 | else if (Input.GetMouseButtonUp(0)) 60 | phase = TouchPhase.Ended; 61 | else if (Input.GetMouseButtonDown(0)) 62 | phase = TouchPhase.Began; 63 | 64 | Vector2 position = new Vector2(Input.mousePosition.x, Input.mousePosition.y); 65 | this.populateWithPosition(position, phase); 66 | } 67 | 68 | return this; 69 | } 70 | 71 | #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WEBPLAYER || UNITY_WEBGL 72 | public TSTouch populateWithPosition(Vector2 position, TouchPhase touchPhase) 73 | { 74 | double clickTime = Time.time; 75 | if (lastMousePosition.HasValue) 76 | { 77 | deltaPosition = position - lastMousePosition.Value; 78 | deltaTime = (float)(clickTime - lastClickTime); 79 | } 80 | else 81 | { 82 | deltaPosition = new Vector2(0, 0); 83 | deltaTime = 0.0f; 84 | } 85 | lastClickTime = clickTime; 86 | 87 | switch (touchPhase) 88 | { 89 | case TouchPhase.Began: 90 | phase = TouchPhase.Began; 91 | lastMousePosition = position; 92 | startPosition = position; 93 | break; 94 | case TouchPhase.Stationary: 95 | case TouchPhase.Moved: 96 | if (deltaPosition.sqrMagnitude == 0) 97 | phase = TouchPhase.Stationary; 98 | else 99 | phase = TouchPhase.Moved; 100 | 101 | lastMousePosition = position; 102 | break; 103 | case TouchPhase.Ended: 104 | phase = TouchPhase.Ended; 105 | lastMousePosition = null; 106 | break; 107 | } 108 | 109 | this.position = position; 110 | 111 | return this; 112 | } 113 | 114 | #endif 115 | 116 | public override string ToString() 117 | { 118 | return string.Format("[TSTouch] fingerId: {0}, phase: {1}, position: {2}, startPosition: {3}", fingerId, phase, position, startPosition); 119 | } 120 | } -------------------------------------------------------------------------------- /Assets/Demos/Scripts/DemoCamera.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | public class DemoCamera : MonoBehaviour 5 | { 6 | private float defaultRotationY = -135f; 7 | 8 | private float defaultRotationX = 30f; 9 | private float defaultPositionX = 16f; 10 | private float defaultPositionZ = 16f; 11 | 12 | private float defaultPositionXZ = Mathf.Sqrt(2) * 16f; 13 | private float defaultPositionY = 5f; 14 | private float perspectiveZoomSpeed = 0.5f; // The rate of change of the field of view in perspective mode. 15 | private float orthoZoomSpeed = 0.1f; // The rate of change of the orthographic size in orthographic mode. 16 | 17 | private float MoveSpeed = 0.1f; 18 | private float RotateSpeed = 1f; 19 | private float orthographicMin = 2.0f; 20 | private float orthographicMax = 10.0f; 21 | 22 | private Camera camera; 23 | 24 | // record 25 | private float rotateHorizontal = 0; 26 | 27 | private float rotateVertical = 0; 28 | private float moveVertical = 0; 29 | private float moveHorizontal = 0; 30 | 31 | #if UNITY_EDITOR 32 | private Vector3 lastPosition; 33 | #endif 34 | 35 | #if UNITY_EDITOR 36 | void OnGUI() 37 | { 38 | if (GUI.RepeatButton(new Rect(0, 0, 50, 20), "放大")) 39 | { 40 | Zoom(1f); 41 | } 42 | 43 | if (GUI.RepeatButton(new Rect(60, 0, 50, 20), "缩小")) 44 | { 45 | Zoom(-1f); 46 | } 47 | if (GUI.RepeatButton(new Rect(30, 30, 50, 20), "上转")) 48 | { 49 | Rotate(new Vector2(0, 1)); 50 | } 51 | 52 | if (GUI.RepeatButton(new Rect(30, 90, 50, 20), "下转")) 53 | { 54 | Rotate(new Vector2(0, -1)); 55 | } 56 | 57 | if (GUI.RepeatButton(new Rect(0, 60, 50, 20), "左转")) 58 | { 59 | Rotate(new Vector2(-1, 0)); 60 | } 61 | 62 | if (GUI.RepeatButton(new Rect(60, 60, 50, 20), "右转")) 63 | { 64 | Rotate(new Vector2(1, 0)); 65 | } 66 | 67 | if (GUI.RepeatButton(new Rect(30, 120, 50, 20), "↑")) 68 | { 69 | Move(new Vector2(0, 1)); 70 | } 71 | 72 | if (GUI.RepeatButton(new Rect(30, 180, 50, 20), "↓")) 73 | { 74 | Move(new Vector2(0, -1)); 75 | } 76 | 77 | if (GUI.RepeatButton(new Rect(0, 150, 50, 20), "←")) 78 | { 79 | Move(new Vector2(-1, 0)); 80 | } 81 | 82 | if (GUI.RepeatButton(new Rect(60, 150, 50, 20), "→")) 83 | { 84 | Move(new Vector2(1, 0)); 85 | } 86 | 87 | } 88 | #endif 89 | 90 | public void Start() 91 | { 92 | camera = GetComponent(); 93 | SetCameraTransform(); 94 | } 95 | 96 | public void Zoom(float deltaMagnitude) 97 | { 98 | if (camera.orthographic) 99 | { 100 | camera.orthographicSize -= deltaMagnitude * orthoZoomSpeed; 101 | camera.orthographicSize = Mathf.Clamp(camera.orthographicSize, orthographicMin, orthographicMax); 102 | } 103 | else 104 | { 105 | camera.fieldOfView += deltaMagnitude * perspectiveZoomSpeed; 106 | camera.fieldOfView = Mathf.Clamp(camera.fieldOfView, 0.1f, 179.9f); 107 | } 108 | } 109 | 110 | public void Rotate(Vector2 deltaDegree) 111 | { 112 | 113 | rotateHorizontal += deltaDegree.x * RotateSpeed; 114 | rotateVertical += deltaDegree.y * RotateSpeed; 115 | 116 | rotateVertical = Mathf.Clamp(rotateVertical, -30f, 50f); 117 | 118 | SetCameraTransform(); 119 | } 120 | 121 | public void Move(Vector2 deltaVec) 122 | { 123 | moveHorizontal += deltaVec.x * MoveSpeed; 124 | moveVertical += deltaVec.y * MoveSpeed; 125 | 126 | SetCameraTransform(); 127 | } 128 | private void SetCameraTransform() 129 | { 130 | Vector3 cameraPosition = camera.transform.position; 131 | Vector3 cameraRotation = camera.transform.eulerAngles; 132 | 133 | cameraRotation.x = defaultRotationX + rotateVertical; 134 | cameraRotation.y = defaultRotationY - rotateHorizontal; 135 | 136 | float rotateHorizontalRad = rotateHorizontal * Mathf.Deg2Rad; 137 | float rotateVerticalRad = (defaultRotationX + rotateVertical) * Mathf.Deg2Rad; 138 | float moveDegree = (defaultRotationY + rotateHorizontal + 180); 139 | float moveRad = moveDegree * Mathf.Deg2Rad; 140 | 141 | cameraPosition.x = defaultPositionX * Mathf.Cos(rotateHorizontalRad) - defaultPositionZ * Mathf.Sin(rotateHorizontalRad); 142 | cameraPosition.z = defaultPositionX * Mathf.Sin(rotateHorizontalRad) + defaultPositionZ * Mathf.Cos(rotateHorizontalRad); 143 | cameraPosition.x += Mathf.Sin(moveRad) * moveHorizontal; 144 | cameraPosition.z += -Mathf.Cos(moveRad) * moveHorizontal; 145 | 146 | cameraPosition.y = defaultPositionXZ * Mathf.Tan(rotateVerticalRad) + defaultPositionY; 147 | cameraPosition.y -= moveVertical; 148 | 149 | camera.transform.position = cameraPosition; 150 | camera.transform.eulerAngles = cameraRotation; 151 | 152 | } 153 | 154 | } 155 | -------------------------------------------------------------------------------- /Assets/TouchSystem/Recognizer/PinchRecognizer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | 6 | public class PinchRecognizer : AbstractRecognizer 7 | { 8 | public event Action gestureBeginEvent; 9 | public event Action gestureRecognizedEvent; 10 | public event Action gestureEndEvent; 11 | 12 | public float startDistance; 13 | public float distance; 14 | public float deltaDistance; 15 | 16 | private float minMoveDistance; 17 | 18 | 19 | public PinchRecognizer(float minPanDistance = 0.5f) 20 | { 21 | 22 | minMoveDistance = minPanDistance; 23 | } 24 | 25 | #region event 26 | 27 | internal void emitBeginEvent() 28 | { 29 | if (gestureBeginEvent != null) 30 | gestureBeginEvent(this); 31 | } 32 | 33 | internal void emitRecognizedEvent() 34 | { 35 | if (gestureRecognizedEvent != null) 36 | gestureRecognizedEvent(this); 37 | } 38 | 39 | internal void emitEndEvent() 40 | { 41 | if (gestureEndEvent != null) 42 | gestureEndEvent(this); 43 | } 44 | 45 | #endregion 46 | 47 | 48 | internal override bool canTrigger(List touches) 49 | { 50 | if (touches.Count == 2) 51 | { 52 | bool result = true; 53 | for (int i = 0; i < 2; i++) 54 | { 55 | TSTouch touch = touches[i]; 56 | if (touch.phase != TouchPhase.Ended && touch.deltaPosition.magnitude > minMoveDistance) 57 | { 58 | 59 | } 60 | else 61 | { 62 | result = false; 63 | } 64 | } 65 | 66 | if (result) 67 | return isOpposite(touches); 68 | 69 | } 70 | return false; 71 | } 72 | 73 | internal override void touchesBegan(List touches) 74 | { 75 | if (touches.Count != 2) 76 | { 77 | gestureEnd(); 78 | } 79 | } 80 | 81 | 82 | internal override void touchesMoved(List touches) 83 | { 84 | if (touches.Count == 2) 85 | { 86 | // if (!isOpposite(touches)) 87 | // { 88 | // gestureEnd(); 89 | // } 90 | if (state == RecognizerState.Possible) 91 | { 92 | state = RecognizerState.Began; 93 | 94 | for (int i = 0; i < 2; i++) 95 | { 96 | TSTouch touch = touches[i]; 97 | tracingTouches.Add(touch); 98 | } 99 | 100 | TSTouch touch0 = tracingTouches[0]; 101 | TSTouch touch1 = tracingTouches[1]; 102 | 103 | startDistance = vector2Distance(touch0, touch1); 104 | distance = startDistance; 105 | deltaDistance = 0; 106 | 107 | emitBeginEvent(); 108 | } 109 | else if (state == RecognizerState.Began) 110 | { 111 | state = RecognizerState.Recognized; 112 | 113 | gestureRecognized(); 114 | 115 | } 116 | else if (state == RecognizerState.Recognized) 117 | { 118 | 119 | gestureRecognized(); 120 | } 121 | } 122 | } 123 | 124 | 125 | internal override void touchesEnded(List touches) 126 | { 127 | gestureEnd(); 128 | } 129 | 130 | private void gestureRecognized() 131 | { 132 | TSTouch touch0 = tracingTouches[0]; 133 | TSTouch touch1 = tracingTouches[1]; 134 | 135 | float currentDistance = vector2Distance(touch0, touch1); 136 | deltaDistance = currentDistance - distance; 137 | distance = currentDistance; 138 | 139 | emitRecognizedEvent(); 140 | } 141 | private void gestureEnd() 142 | { 143 | 144 | if (state == RecognizerState.Recognized || state == RecognizerState.Began) 145 | { 146 | state = RecognizerState.Ended; 147 | TSTouch touch0 = tracingTouches[0]; 148 | TSTouch touch1 = tracingTouches[1]; 149 | 150 | float currentDistance = vector2Distance(touch0, touch1); 151 | deltaDistance = currentDistance - distance; 152 | distance = currentDistance; 153 | 154 | emitEndEvent(); 155 | 156 | end(); 157 | reset(); 158 | } 159 | } 160 | 161 | public override string ToString() 162 | { 163 | return string.Format("[{0}] state: {1}, deltaDistance: {2}", this.GetType(), state, deltaDistance); 164 | } 165 | 166 | #region Fuction 167 | 168 | private bool isOpposite(List touches) 169 | { 170 | if (touches.Count != 2) 171 | return false; 172 | 173 | Vector2 delta0 = touches[0].position - touches[0].startPosition; 174 | Vector2 delta1 = touches[1].position - touches[1].startPosition; 175 | bool x0 = delta0.x > 0; 176 | bool y0 = delta0.y > 0; 177 | bool x1 = delta1.x > 0; 178 | bool y1 = delta1.y > 0; 179 | 180 | return x0 ^ x1 && y0 ^ y1; 181 | } 182 | 183 | private float vector2Distance(TSTouch t1, TSTouch t2) 184 | { 185 | return Vector2.Distance(t1.position, t2.position); 186 | } 187 | 188 | #endregion 189 | } 190 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG 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Standalone: 5 184 | Tizen: 2 185 | WebGL: 3 186 | WiiU: 5 187 | Windows Store Apps: 5 188 | XboxOne: 5 189 | iPhone: 2 190 | tvOS: 2 191 | -------------------------------------------------------------------------------- /Assets/TouchSystem/TouchSystem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TouchSystem : MonoBehaviour 6 | { 7 | public int maxTouches = 2; 8 | 9 | public bool canContinuousRecognize = true; 10 | 11 | // private 12 | private TSTouch[] touchesCache; 13 | private List touches = new List(2); 14 | private List recognizers = new List(5); 15 | private AbstractRecognizer triggeRecognizer; 16 | private bool canRecognize = true; 17 | 18 | 19 | // private const float inchesToCentimeters = 2.54f; 20 | // public float ScreenPixelsPerCM 21 | // { 22 | // get 23 | // { 24 | // float fallbackDpi = 72f; 25 | // #if UNITY_ANDROID 26 | // // Android MDPI setting fallback 27 | // // http://developer.android.com/guide/practices/screens_support.html 28 | // fallbackDpi = 160f; 29 | // #elif (UNITY_WP8 || UNITY_WP8_1 || UNITY_WSA || UNITY_WSA_8_0) 30 | // // Windows phone is harder to track down 31 | // // http://www.windowscentral.com/higher-resolution-support-windows-phone-7-dpi-262 32 | // fallbackDpi = 92f; 33 | // #elif UNITY_IOS 34 | // // iPhone 4-6 range 35 | // fallbackDpi = 326f; 36 | // #endif 37 | 38 | // return Screen.dpi == 0f ? fallbackDpi / inchesToCentimeters : Screen.dpi / inchesToCentimeters; 39 | // } 40 | // } 41 | 42 | void Awake() 43 | { 44 | touchesCache = new TSTouch[maxTouches]; 45 | for (int i = 0; i < maxTouches; i++) 46 | { 47 | touchesCache[i] = new TSTouch(i); 48 | } 49 | } 50 | 51 | // Update is called once per frame 52 | void Update() 53 | { 54 | updateTouches(); 55 | } 56 | 57 | private void OnApplicationQuit() 58 | { 59 | _instance = null; 60 | Destroy(gameObject); 61 | } 62 | 63 | #region Single 64 | private static TouchSystem _instance = null; 65 | public static TouchSystem instance 66 | { 67 | get 68 | { 69 | if (!_instance) 70 | { 71 | // check if available 72 | _instance = FindObjectOfType(typeof(TouchSystem)) as TouchSystem; 73 | 74 | // create a new one 75 | if (!_instance) 76 | { 77 | var obj = new GameObject("TouchSystem"); 78 | _instance = obj.AddComponent(); 79 | DontDestroyOnLoad(obj); 80 | } 81 | } 82 | 83 | return _instance; 84 | } 85 | } 86 | 87 | #endregion 88 | 89 | #region Public 90 | public static void addRecognizer(AbstractRecognizer recognizer) 91 | { 92 | instance.recognizers.Add(recognizer); 93 | 94 | if (recognizer.zIndex > 0) 95 | { 96 | _instance.recognizers.Sort(); 97 | _instance.recognizers.Reverse(); 98 | } 99 | } 100 | 101 | public static void removeRecognizer(AbstractRecognizer recognizer) 102 | { 103 | if (_instance == null) 104 | return; 105 | 106 | if (!_instance.recognizers.Contains(recognizer)) 107 | { 108 | Debug.LogError("Trying to remove recognizer that has not been added: " + recognizer); 109 | return; 110 | } 111 | 112 | recognizer.reset(); 113 | instance.recognizers.Remove(recognizer); 114 | } 115 | 116 | public static void removeAllRecognizers() 117 | { 118 | if (_instance == null) 119 | return; 120 | 121 | instance.recognizers.Clear(); 122 | } 123 | 124 | public static void resetRecoginer() 125 | { 126 | if (_instance == null) 127 | return; 128 | 129 | instance.triggeRecognizer = null; 130 | if (instance.canContinuousRecognize) 131 | { 132 | instance.canRecognize = true; 133 | } 134 | } 135 | 136 | #endregion 137 | 138 | #region Private 139 | private void updateTouches() 140 | { 141 | 142 | #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WEBPLAYER || UNITY_WEBGL 143 | if (Input.GetMouseButtonUp(0) || Input.GetMouseButton(0)) 144 | touches.Add(touchesCache[0].updateByMouse()); 145 | #endif 146 | 147 | if (Input.touchCount > 0) 148 | { 149 | int touchLength = Mathf.Min(Input.touchCount, maxTouches); 150 | for (var i = 0; i < touchLength; i++) 151 | { 152 | Touch touch = Input.touches[i]; 153 | if (touch.fingerId < maxTouches) 154 | { 155 | touchesCache[i].updateByTouch(touch); 156 | touches.Add(touchesCache[i]); 157 | } 158 | } 159 | } 160 | 161 | // recognizers 162 | if (touches.Count > 0 && recognizers.Count > 0) 163 | { 164 | 165 | if (canRecognize && triggeRecognizer == null) 166 | { 167 | for (var i = 0; i < recognizers.Count; i++) 168 | { 169 | if (recognizers[i].canTrigger(touches)) 170 | { 171 | triggeRecognizer = recognizers[i]; 172 | canRecognize = false; 173 | } 174 | } 175 | } 176 | if (triggeRecognizer != null) 177 | { 178 | triggeRecognizer.recognizeTouches(touches); 179 | } 180 | } 181 | else 182 | { 183 | triggeRecognizer = null; 184 | canRecognize = true; 185 | } 186 | 187 | // post 188 | if (touches.Count > 0) 189 | { 190 | 191 | touches.Clear(); 192 | } 193 | } 194 | #endregion 195 | } -------------------------------------------------------------------------------- /Assets/TouchSystem/Recognizer/PanRecognizer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | 6 | public class PanRecognizer : AbstractRecognizer 7 | { 8 | public event Action gestureBeginEvent; 9 | public event Action gestureRecognizedEvent; 10 | public event Action gestureEndEvent; 11 | 12 | 13 | public Vector2 startPosition; 14 | public Vector2 position; 15 | public Vector2 lastPosition 16 | { 17 | get { return position - deltaPosition; } 18 | } 19 | public Vector2 deltaPosition; 20 | 21 | private int touchCounts; 22 | private float minMoveDistance; 23 | 24 | public PanRecognizer(int panTouchCounts = 1, float minPanDistance = 0.5f) 25 | { 26 | touchCounts = panTouchCounts; 27 | minMoveDistance = minPanDistance; 28 | } 29 | 30 | #region event 31 | 32 | internal void emitBeginEvent() 33 | { 34 | if (gestureBeginEvent != null) 35 | gestureBeginEvent(this); 36 | } 37 | 38 | internal void emitRecognizedEvent() 39 | { 40 | if (gestureRecognizedEvent != null) 41 | gestureRecognizedEvent(this); 42 | } 43 | 44 | internal void emitEndEvent() 45 | { 46 | if (gestureEndEvent != null) 47 | gestureEndEvent(this); 48 | } 49 | 50 | #endregion 51 | 52 | 53 | internal override bool canTrigger(List touches) 54 | { 55 | if (touches.Count == touchCounts) 56 | { 57 | bool result = true; 58 | for (int i = 0; i < touchCounts; i++) 59 | { 60 | TSTouch touch = touches[i]; 61 | if (touch.phase != TouchPhase.Ended && touch.deltaPosition.magnitude > minMoveDistance) 62 | { 63 | 64 | } 65 | else 66 | { 67 | result = false; 68 | } 69 | } 70 | 71 | if (result) 72 | return isIdentical(touches); 73 | 74 | } 75 | return false; 76 | } 77 | 78 | internal override void touchesBegan(List touches) 79 | { 80 | if (touches.Count != touchCounts) 81 | { 82 | gestureEnd(); 83 | } 84 | } 85 | 86 | internal override void touchesMoved(List touches) 87 | { 88 | if (touches.Count == touchCounts) 89 | { 90 | // if (!isIdentical(touches)) 91 | // { 92 | // gestureEnd(); 93 | // } 94 | if (state == RecognizerState.Possible) 95 | { 96 | state = RecognizerState.Began; 97 | 98 | for (int i = 0; i < touchCounts; i++) 99 | { 100 | TSTouch touch = touches[i]; 101 | tracingTouches.Add(touch); 102 | } 103 | 104 | startPosition = midStartPosition(tracingTouches); 105 | position = midPosition(tracingTouches); 106 | deltaPosition = midDeltaPosition(tracingTouches); 107 | 108 | emitBeginEvent(); 109 | } 110 | else if (state == RecognizerState.Began) 111 | { 112 | state = RecognizerState.Recognized; 113 | 114 | gestureRecognized(); 115 | 116 | } 117 | else if (state == RecognizerState.Recognized) 118 | { 119 | gestureRecognized(); 120 | } 121 | } 122 | } 123 | 124 | 125 | internal override void touchesEnded(List touches) 126 | { 127 | gestureEnd(); 128 | } 129 | 130 | 131 | private void gestureRecognized() 132 | { 133 | position = midPosition(tracingTouches); 134 | deltaPosition = midDeltaPosition(tracingTouches); 135 | 136 | emitRecognizedEvent(); 137 | } 138 | private void gestureEnd() 139 | { 140 | 141 | if (state == RecognizerState.Recognized || state == RecognizerState.Began) 142 | { 143 | state = RecognizerState.Ended; 144 | 145 | position = midPosition(tracingTouches); 146 | deltaPosition = midDeltaPosition(tracingTouches); 147 | 148 | emitEndEvent(); 149 | 150 | end(); 151 | reset(); 152 | } 153 | } 154 | 155 | public override string ToString() 156 | { 157 | return string.Format("[{0}] state: {1}, position: {2}, deltaPosition: {3}", this.GetType(), state, position, deltaPosition); 158 | } 159 | 160 | #region Fuction 161 | 162 | private bool isIdentical(List touches) 163 | { 164 | if (touches.Count == 0) 165 | return false; 166 | bool x = touches[0].deltaPosition.x > 0; 167 | bool y = touches[0].deltaPosition.y > 0; 168 | 169 | for (int i = 1; i < touches.Count; i++) 170 | { 171 | if ((touches[i].deltaPosition.x > 0) != x) 172 | return false; 173 | if ((touches[i].deltaPosition.y > 0) != y) 174 | return false; 175 | } 176 | return true; 177 | } 178 | 179 | private Vector2 midStartPosition(List touches) 180 | { 181 | if (touches.Count == 0) 182 | return Vector2.zero; 183 | 184 | Vector2 mid = touches[0].startPosition; 185 | for (int i = 1; i < touches.Count; i++) 186 | { 187 | mid += touches[i].startPosition; 188 | } 189 | mid /= touches.Count; 190 | return mid; 191 | } 192 | private Vector2 midPosition(List touches) 193 | { 194 | if (touches.Count == 0) 195 | return Vector2.zero; 196 | 197 | Vector2 mid = touches[0].position; 198 | for (int i = 1; i < touches.Count; i++) 199 | { 200 | mid += touches[i].position; 201 | } 202 | mid /= touches.Count; 203 | return mid; 204 | } 205 | 206 | private Vector2 midDeltaPosition(List touches) 207 | { 208 | if (touches.Count == 0) 209 | return Vector2.zero; 210 | 211 | Vector2 mid = 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