public static void HandleMoveAction(MoveWhere moveWhere, IntPtr hwnd, ProcessLogic processLogic)
        {
            Screen screen = WindowManager.DetectScreen(hwnd);

            switch (moveWhere)
            {
            case MoveWhere.DontMove:
                break;

            case MoveWhere.FollowCursor:
            {
                Screen target = Screen.FromPoint(Cursor.Position);
                if (target.Primary != screen.Primary)
                {
                    processLogic.MoveWindowBetweenScreens(hwnd, screen, target);
                    return;
                }
            }
            break;

            case MoveWhere.Monitor1:
            {
                if (!screen.Primary)
                {
                    processLogic.MoveWindowBetweenScreens(hwnd, screen, Screen.PrimaryScreen);
                    return;
                }
            }
            break;

            case MoveWhere.Monitor2:
                if (screen.Primary)
                {
                    Screen target = Screen.AllScreens.FirstOrDefault(s => !s.Primary);
                    if (target != null)
                    {
                        processLogic.MoveWindowBetweenScreens(hwnd, screen, target);
                    }
                    return;
                }
                break;

            default:
                break;
            }
        }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        // 判断当前触摸屏幕的手指个数 该函数可自定义 然后在Update()里面调用 也可以直接在Update()里面写
        if (Input.touchCount <= 0) { return; }

        int pointCount = Input.touchCount;

        //ti4p = "" + Input.touches[0].phase + " id " + id;

        m_screenpos = Input.touches[0].position;

        if (Input.touchCount == 1) //一个手指触摸屏幕
        {
            // 自定义的二维坐标向量 记录初始触屏位置
            
            switch (Input.touches[0].phase)
            {
                case TouchPhase.Began:  ///< 开始按钮
                    {
                        bIsKeepOn = true;
                        if (null != thread && thread.IsAlive)
                        {
                            thread.Abort();
                            thread = null;
                        }
                        thread = new Thread(KeyWorker);
                        thread.Start();     
                        ///< 如果前进方向键被选中
                        if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec))
                        {
                            ///< 向前
                            DERECTION = MoveWhere.Forward;
                            up = upPressed;

                            bIsMoving = true;
                            gameObject.GetComponent<SunmRTGesture>().bIsKeying = true;                          
                        }
                        ///< 如果后退方向键被选中
                        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec))
                        {
                            ///< 向后
                            DERECTION = MoveWhere.Backward;
                            down = downPressed;

                            bIsMoving = true;
                            gameObject.GetComponent<SunmRTGesture>().bIsKeying = true;
                        }
                        ///< 如果向左方向键被选中
                        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec))
                        {
                            ///< 向左
                            DERECTION = MoveWhere.TurnLeft;
                            left = leftPressed;
                            //GUI.DrawTexture(leftRec, leftPressed);
                            //ti2p = ti2p + "向左键被选中";

                            // 摆手
                            bIsMoving = true;
                            gameObject.GetComponent<SunmRTGesture>().bIsKeying = true;

                            //transform.Translate(Vector3.left * speed * Time.deltaTime);
                        }
                        ///< 如果向右方向键被选中
                        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec))
                        {
                            ///< 向右
                            DERECTION = MoveWhere.TurnRight;
                            right = rightPressed;
                            //GUI.DrawTexture(rightRec, rightPressed);
                            //ti2p = ti2p + "向右键被选中";

                            // 摆手
                            bIsMoving = true;
                            gameObject.GetComponent<SunmRTGesture>().bIsKeying = true;

                            //transform.Translate(Vector3.right * speed * Time.deltaTime);
                        }
                    }
                    break;

                case TouchPhase.Moved:
                    {
                        ///< 如果已经滑动到按钮区域外,则恢复状态
                        if (outsideKeyRec(m_screenpos.x, Screen.height - m_screenpos.y))
                        {
                            gameObject.GetComponent<SunmRTGesture>().bIsKeying = false;
                            ///< 屏蔽累方块恢复
                            gameObject.GetComponent<SunmRTGesture>().bISAddCube = true;
                            // ti3p = "划出屏幕外"+
                        }
                        else
                        {
                            gameObject.GetComponent<SunmRTGesture>().bIsKeying = true;
                            gameObject.GetComponent<SunmRTGesture>().bISAddCube = false;
                        }
                   
                        ///< 按钮释放,滑动继续,后面单独做处理
                        if ((false == bIsKeepOn && 1 == pointCount))
                        {
                            break;
                        }
              
                        ///< 如果已经滑动到按钮区域外,则恢复状态
                        if (true == outsideButtonRec(m_screenpos.x, Screen.height - m_screenpos.y))
                        {
                            /////< 手抬起后中间键功能取消
                            //bIsUp = false;
                            ///< 手抬起停止方向动作
                            bIsKeepOn = false;
                            ///< 恢复初始状态
                            DERECTION = MoveWhere.STOP;
                            ///< 按钮均恢复背景
                            up = upEx;
                            down = downEx;
                            left = leftEx;
                            right = rightEx;
                            middle = middleEx;
                            //ti2p = "划出屏幕外面";
                            //charMotor.inputJump = false;
                            bIsMoving = false;
                            gameObject.GetComponent<SunmRTGesture>().bIsKeying = false;
                            gameObject.GetComponent<SunmRTGesture>().bISAddCube = true;
                        }
                    }
                    break;
                case TouchPhase.Ended:
                    {    
                        //// 手抬起后中间键功能取消
                        //bIsUp = false;
                        // 恢复初始状态
                        DERECTION = MoveWhere.STOP;
                        // 手抬起停止方向动作
                        bIsKeepOn = false;

                        up = upEx;
                        down = downEx;
                        left = leftEx;
                        right = rightEx;
                        middle = middleEx;
                       
                        bIsMoving = false;
                        gameObject.GetComponent<SunmRTGesture>().bIsKeying = false;
                        gameObject.GetComponent<SunmRTGesture>().bISAddCube = true;   
                    }
                    break;
            }
        }

        ///< 按钮持续事件消失,只剩下触屏事件
        if ((false == bIsKeepOn && 1 == pointCount))
        {
            ///< 操作圈矩形区域不做处理
            if (true == insideButtonFunctionRec(Input.touches[0].position))
            {
                gameObject.GetComponent<SunmRTGesture>().bIsKeying = true;
                gameObject.GetComponent<SunmRTGesture>().bISAddCube = false; 
                return;
            }

            gameObject.GetComponent<SunmRTGesture>().bIsKeying = false;
            gameObject.GetComponent<SunmRTGesture>().bISAddCube = true;
        }
    }
Exemple #3
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    // Use this for initialization
    void Start()
    {
        if (Application.platform == RuntimePlatform.IPhonePlayer)
        {

        }
        if (Application.platform == RuntimePlatform.Android)
        {
            keyWidth = Screen.height * 16 / 100;
            keyHeight = Screen.height * 16 / 100;
        }
        else
        {
            keyWidth = 128f;
            keyHeight = 128f;
        }

        ///< 保存按钮恢复状态纹理
        up = upEx;
        down = downEx;
        left = leftEx;
        right = rightEx;
        middle = middleEx;

        ///< 初始化绘制区域【根据屏幕宽高动态计算】
        initKeyRec();
        ///< 动作初始化
        DERECTION = MoveWhere.STOP;
    }
Exemple #4
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    // Update is called once per frame
    void Update()
    {
        // 判断当前触摸屏幕的手指个数 该函数可自定义 然后在Update()里面调用 也可以直接在Update()里面写
        if (Input.touchCount <= 0) { return; }

        int pointCount = Input.touchCount;

        //ti4p = "" + Input.touches[0].phase + " id " + id;

        m_screenpos = Input.touches[0].position;

        //if (2 == pointCount) // 两根手指触摸屏幕
        //{
        //    if (Input.touches[1].phase == TouchPhase.Moved)
        //    {
        //        // 记录鼠标拖动的位置
        //        touchsecond = Input.touches[1].position;
        //        if (offDistance < (touchfirst.x - touchsecond.x))
        //        {
        //            // 拖动的位置的x坐标比按下的位置的x坐标小时,响应向左事件
        //            //print("left");
        //            transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0);
        //            //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, 10);
        //        }
        //        if ((touchsecond.x - touchfirst.x) > offDistance)
        //        {
        //            // 拖动的位置的x坐标比按下的位置的x坐标大时,响应向右事件
        //            //print("right");
        //            //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, -10);
        //            transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0);
        //        }
        //        if (offDistance < (touchfirst.y - touchsecond.y))
        //        {
        //            // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向上事件
        //            //print("up");
        //            //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, 10);
        //        }
        //        if ((touchsecond.y - touchfirst.y) > offDistance)
        //        {
        //            // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向下事件
        //            //print("down");
        //            //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, -10);
        //        }
        //    }
        //    touchfirst = touchsecond;
        //}

        if (Input.touchCount == 1) //一个手指触摸屏幕
        {
            // 自定义的二维坐标向量 记录初始触屏位置
            //m_screenpos = Input.touches[0].position;
            //tip = "x= " + m_screenpos.x + " y = " + (Screen.height - m_screenpos.y);
            //tip = tip + " rec" + middleRec.left + ", " + middleRec.top + " , " + middleRec.width + " , " + middleRec.height;
            switch (Input.touches[0].phase)
            {
                case TouchPhase.Began:  ///< 开始按钮
                    {
                        bIsKeepOn = true;
                        if (null != thread && thread.IsAlive)
                        {
                            thread.Abort();
                            thread = null;
                        }
                        thread = new Thread(KeyWorker);
                        thread.Start();

                        if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, middleRec))
                        {
                            ///< 方向功能键被选中
                            bIsUp = true;
                            //Debug.Log("方向键被选中");
                            //ti2p = "方向键被选中";
                            middle = middlePressed;
                            //GUI.DrawTexture(middleRec, middlePressed);
                            //GUI.TextArea(new Rect(0, 0, 100, 100), "方向键被选中");

                            transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;
                        }
                        ///< 如果前进方向键被选中
                        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec))
                        {
                            ///< 向前
                            DERECTION = MoveWhere.Forward;
                            up = upPressed;
                            //GUI.DrawTexture(upRec, upPressed);
                            //ti2p = ti2p + "向上键被选中";

                            //if ((true == bIsUp || DERECTION == MoveWhere.Up))
                            //{
                            //    transform.Translate(Vector3.up * speed * Time.deltaTime);
                            //}
                            //else
                            //{
                            //    // 摆手
                            //    bIsMoving = true;
                            //    transform.GetComponent<TBDragView>().bIsKeyControl = true;

                            //    transform.Translate(Vector3.forward * speed * Time.deltaTime);
                            //}
                        }
                        ///< 如果后退方向键被选中
                        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec))
                        {
                            ///< 向后
                            DERECTION = MoveWhere.Backward;
                            down = downPressed;
                            //GUI.DrawTexture(downRec, downPressed);
                            //ti2p = ti2p + "向下键被选中";

                            //if ((true == bIsUp || DERECTION == MoveWhere.Down))
                            //{
                            //    transform.Translate(Vector3.down * speed * Time.deltaTime);
                            //}
                            //else
                            //{
                            //    // 摆手
                            //    bIsMoving = true;
                            //    transform.GetComponent<TBDragView>().bIsKeyControl = true;

                            //    transform.Translate(Vector3.back * speed * Time.deltaTime);
                            //}
                        }
                        ///< 如果向左方向键被选中
                        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec))
                        {
                            ///< 向左
                            DERECTION = MoveWhere.TurnLeft;
                            left = leftPressed;
                            //GUI.DrawTexture(leftRec, leftPressed);
                            //ti2p = ti2p + "向左键被选中";

                            // 摆手
                            bIsMoving = true;
                            transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;

                            //transform.Translate(Vector3.left * speed * Time.deltaTime);
                        }
                        ///< 如果向右方向键被选中
                        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec))
                        {
                            ///< 向右
                            DERECTION = MoveWhere.TurnRight;
                            right = rightPressed;
                            //GUI.DrawTexture(rightRec, rightPressed);
                            //ti2p = ti2p + "向右键被选中";

                            // 摆手
                            bIsMoving = true;
                            transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;

                            //transform.Translate(Vector3.right * speed * Time.deltaTime);
                        }
                    }
                    break;
                //case TouchPhase.Stationary:
                //    {
                //        // 自带的角色控制的判断,这里还是不行。  需要是前后左右的触发,需要调节刚体
                //        //// 如果没有再跳跃,则才置为false
                //        //if (!charMotor.IsJumping())
                //        //{
                //        //    charMotor.inputJump = false;
                //        //}
                //        /////< 如果已经滑动到按钮区域外,则恢复状态
                //        //if (outsideKeyRec(m_screenpos.x, Screen.height - m_screenpos.y))
                //        //{
                //        //   transform.GetComponent<TBDragView>().bIsKeyControl = false;
                //        //   ti3p = "aaa划出屏幕外";
                //        //}
                //        //else
                //        //{
                //        //    transform.GetComponent<TBDragView>().bIsKeyControl = true;
                //        //    ti3p = "bbb划出屏幕外";
                //        //}
                //        id++;
                //        ///< 持续方向动作
                //        bIsKeepOn = true;

                //        ///< 启动方向控制线程
                //        //Thread thread = new Thread(DoWork);
                //        //thread.Start();

                //        //ti2p = "";
                //        if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, middleRec))
                //        {
                //            ///< 方向功能键被选中
                //            bIsUp = true;
                //            //Debug.Log("方向键被选中");
                //            //ti2p = "方向键被选中";
                //            middle = middlePressed;
                //            //GUI.DrawTexture(middleRec, middlePressed);
                //            //GUI.TextArea(new Rect(0, 0, 100, 100), "方向键被选中");

                //            transform.GetComponent<TBDragView>().bIsKeyControl = true;
                //        }
                //        ///< 如果前进方向键被选中
                //        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec))
                //        {
                //            ///< 向前
                //            DERECTION = MoveWhere.Forward;
                //            up = upPressed;
                //            //GUI.DrawTexture(upRec, upPressed);
                //            //ti2p = ti2p + "向上键被选中";
                //            if ((true == bIsUp || DERECTION == MoveWhere.Up))
                //            {
                //                transform.Translate(Vector3.up * speed * Time.deltaTime);
                //            }
                //            else
                //            {
                //                // 摆手
                //                bIsMoving = true;
                //                transform.GetComponent<TBDragView>().bIsKeyControl = true;

                //                transform.Translate(Vector3.forward * speed * Time.deltaTime);
                //                // 前
                //                //tip = "xxx 00" + charMotorControl.isTrigger;transform.rotation
                //                //charMotorControl.SimpleMove(transform.rotation * Vector3.forward * speed * Time.deltaTime);
                //                ////ti2p = "xxx 11" + charMotorControl.isTrigger;
                //                //                                tip = "xxx 00 " + GetComponent<CapsuleCollider>().isTrigger + " " + charMotor.IsJumping();
                //                ////ti2p = "xxx 11" + GetComponent<SphereCollider>().isTrigger;
                //                //if (!charMotor.IsJumping() && GetComponent<SphereCollider>().isTrigger)
                //                //{
                //                //    charMotor.inputJump = true;
                //                //}
                //                //else
                //                //{
                //                //    //charMotor.inputJump = false;
                //                //}
                //                //charMotor.inputJump = true;
                //            }
                //        }
                //        ///< 如果后退方向键被选中
                //        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec))
                //        {
                //            ///< 向后
                //            DERECTION = MoveWhere.Backward;
                //            down = downPressed;
                //            //GUI.DrawTexture(downRec, downPressed);
                //            //ti2p = ti2p + "向下键被选中";
                //            if ((true == bIsUp || DERECTION == MoveWhere.Down))
                //            {
                //                transform.Translate(Vector3.down * speed * Time.deltaTime);
                //            }
                //            else
                //            {
                //                // 摆手
                //                bIsMoving = true;
                //                transform.GetComponent<TBDragView>().bIsKeyControl = true;

                //                transform.Translate(Vector3.back * speed * Time.deltaTime);
                //                // 后
                //                //charMotorControl.SimpleMove(transform.rotation * Vector3.back * speed * Time.deltaTime);
                //                //charMotor.inputJump = true;
                //            }
                //        }
                //        ///< 如果向左方向键被选中
                //        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec))
                //        {
                //            ///< 向左
                //            DERECTION = MoveWhere.TurnLeft;
                //            left = leftPressed;
                //            //GUI.DrawTexture(leftRec, leftPressed);
                //            //ti2p = ti2p + "向左键被选中";

                //            // 摆手
                //            bIsMoving = true;
                //            transform.GetComponent<TBDragView>().bIsKeyControl = true;

                //            transform.Translate(Vector3.left * speed * Time.deltaTime);
                //            // 左
                //            //charMotorControl.SimpleMove(transform.rotation * Vector3.left * speed * Time.deltaTime);
                //            //charMotor.inputJump = true;
                //        }
                //        ///< 如果向右方向键被选中
                //        else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec))
                //        {
                //            ///< 向右
                //            DERECTION = MoveWhere.TurnRight;
                //            right = rightPressed;
                //            //GUI.DrawTexture(rightRec, rightPressed);
                //            //ti2p = ti2p + "向右键被选中";

                //            // 摆手
                //            bIsMoving = true;
                //            transform.GetComponent<TBDragView>().bIsKeyControl = true;

                //            transform.Translate(Vector3.right * speed * Time.deltaTime);
                //            // 右
                //            //charMotorControl.SimpleMove(transform.rotation * Vector3.right * speed * Time.deltaTime);
                //            //charMotor.inputJump = true;
                //        }
                //    }
                //    break;
                case TouchPhase.Moved:
                    {
                        ///< 如果已经滑动到按钮区域外,则恢复状态
                        if (outsideKeyRec(m_screenpos.x, Screen.height - m_screenpos.y))
                        {
                            ///< 屏蔽手势恢复
                            transform.GetComponent<TBDragView>().bIsInsideKeyRec = false;
                            ///< 屏蔽累方块恢复
                            gameObject.GetComponent<SunmRMGesture>().bISAddCube = true;
                            // ti3p = "划出屏幕外"+
                        }
                        else
                        {
                            transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;
                            gameObject.GetComponent<SunmRMGesture>().bISAddCube = false;
                        }

                        ///< 按钮释放,滑动继续,后面单独做处理
                        if ((false == bIsKeepOn && 1 == pointCount))
                        {
                            break;
                        }

                        ///< 中间键被选中
                        if (true == bIsUp)
                        {
                            ///< 同时滑动到了向前按钮
                            if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec))
                            {
                                ///< 向上
                                DERECTION = MoveWhere.Up;
                                up = upPressed;
                                down = downEx;
                                left = leftEx;
                                right = rightEx;
                                //GUI.DrawTexture(upRec, upPressed);
                                //GUI.DrawTexture(downRec, down);
                                //GUI.DrawTexture(leftRec, left);
                                //GUI.DrawTexture(rightRec, right);
                                //ti2p = "升空";

                                transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;
                              
                                gameObject.GetComponent<SunmRMGesture>().bISAddCube = false;
                            }
                            ///< 同时滑动到了后退按钮
                            else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec))
                            {
                                ///< 向下
                                DERECTION = MoveWhere.Down;
                                down = downPressed;
                                up = upEx;
                                left = leftEx;
                                right = rightEx;
                                //GUI.DrawTexture(upRec, up);
                                //GUI.DrawTexture(downRec, downPressed);
                                ///GUI.DrawTexture(leftRec, left);
                                //GUI.DrawTexture(rightRec, right);
                                //ti2p = "下降";

                                transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;
                                gameObject.GetComponent<SunmRMGesture>().bISAddCube = false;
                            }
                            ///< 同时滑动到了向左按钮
                            else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec))
                            {
                                ///< 向左
                                DERECTION = MoveWhere.TurnLeft;
                                left = leftPressed;
                                up = upEx;
                                down = downEx;
                                right = rightEx;
                                //GUI.DrawTexture(upRec, up);
                                // GUI.DrawTexture(downRec, down);
                                //GUI.DrawTexture(leftRec, leftPressed);
                                //GUI.DrawTexture(rightRec, right);
                                //ti2p = "还是左";

                                transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;
                                gameObject.GetComponent<SunmRMGesture>().bISAddCube = false;
                            }
                            ///< 同时滑动到了向右按钮
                            else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec))
                            {
                                ///< 向右
                                DERECTION = MoveWhere.TurnRight;
                                right = rightPressed;
                                left = leftEx;
                                up = upEx;
                                down = downEx;
                                //GUI.DrawTexture(upRec, up);
                                // GUI.DrawTexture(downRec, down);
                                /// GUI.DrawTexture(leftRec, left);
                                //GUI.DrawTexture(rightRec, rightPressed);
                                //ti2p = "还是右";

                                transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;
                                gameObject.GetComponent<SunmRMGesture>().bISAddCube = false;
                            }
                        }

                        ///< 如果已经滑动到按钮区域外,则恢复状态
                        if (true == outsideButtonRec(m_screenpos.x, Screen.height - m_screenpos.y))
                        {
                            ///< 手抬起后中间键功能取消
                            bIsUp = false;
                            ///< 手抬起停止方向动作
                            bIsKeepOn = false;
                            ///< 恢复初始状态
                            DERECTION = MoveWhere.STOP;
                            ///< 按钮均恢复背景
                            up = upEx;
                            down = downEx;
                            left = leftEx;
                            right = rightEx;
                            middle = middleEx;
                            //ti2p = "划出屏幕外面";
                            //charMotor.inputJump = false;
                            bIsMoving = false;
                            transform.GetComponent<TBDragView>().bIsInsideKeyRec = false;
                            gameObject.GetComponent<SunmRMGesture>().bISAddCube = true;
                        }

                        //使物体旋转
                        //this.transform.Rotate(new Vector3(-Input.touches[0].deltaPosition.y * 0.5f, Input.touches[0].deltaPosition.x * 0.5f, 0), Space.World);
                    }
                    break;
                case TouchPhase.Ended:
                    {
                        // 手抬起后中间键功能取消
                        bIsUp = false;
                        // 恢复初始状态
                        DERECTION = MoveWhere.STOP;
                        // 手抬起停止方向动作
                        bIsKeepOn = false;

                        up = upEx;
                        down = downEx;
                        left = leftEx;
                        right = rightEx;
                        middle = middleEx;
                        //GUI.DrawTexture(upRec, up);
                        //GUI.DrawTexture(downRec, down);
                        //GUI.DrawTexture(leftRec, left);
                        //GUI.DrawTexture(rightRec, right);
                        //GUI.DrawTexture(middleRec, middle);

                        //Debug.Log("手指抬起来");
                        //ti2p = "手指抬起来";
                        //charMotor.inputJump = false;
                        bIsMoving = false;
                        transform.GetComponent<TBDragView>().bIsInsideKeyRec = false;
                        gameObject.GetComponent<SunmRMGesture>().bISAddCube = true;
                        //GUI.TextArea(new Rect(0, 0, 100, 100), "手指抬起来");
                    }
                    break;
            }
        }

        ///< 按钮持续事件消失,只剩下触屏事件
        if ((false == bIsKeepOn && 1 == pointCount))
        {
            ///< 操作圈矩形区域不做处理
            if (true == insideButtonFunctionRec(Input.touches[0].position))
            {
                transform.GetComponent<TBDragView>().bIsInsideKeyRec = true;
                gameObject.GetComponent<SunmRMGesture>().bISAddCube = false;
                return;
            }
            transform.GetComponent<TBDragView>().bIsInsideKeyRec = false;
            gameObject.GetComponent<SunmRMGesture>().bISAddCube = true;
            ////if (Event.current.type == EventType.MouseDown)
            ////{
            ////    // 记录鼠标按下的位置
            ////    //touchfirst = Event.current.mousePosition;
            ////}

            //if (Input.touches[1].phase == TouchPhase.Moved)
            //{
            //    // 记录鼠标拖动的位置
            //    touchsecond = Input.touches[0].position;;
            //    if (offDistance < (touchfirst.x - touchsecond.x))
            //    {
            //        // 拖动的位置的x坐标比按下的位置的x坐标小时,响应向左事件
            //        //print("left");
            //        transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0);
            //        //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, 10);
            //    }
            //    if ((touchsecond.x - touchfirst.x) > offDistance)
            //    {
            //        // 拖动的位置的x坐标比按下的位置的x坐标大时,响应向右事件
            //        //print("right");
            //        //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, -10);
            //        transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0);
            //    }
            //    if (offDistance < (touchfirst.y - touchsecond.y))
            //    {
            //        // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向上事件
            //        //print("up");
            //        //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, 10);
            //    }
            //    if ((touchsecond.y - touchfirst.y) > offDistance)
            //    {
            //        // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向下事件
            //        //print("down");
            //        //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, -10);
            //    }
            //}
            //touchfirst = touchsecond;
        }
        //当有多个手指触屏时
        //else if (Input.touchCount > 1)//当有多个手指触屏
        {
            ////记录两个手指的位置        
            //Vector2 finger1 = new Vector2();
            //Vector2 finger2 = new Vector2();
            ////记录两个手指的移动距离
            //Vector2 mov1 = new Vector2();
            //Vector2 mov2 = new Vector2();
            //for (int i = 0; i < 2; i++)//用循环来实现记录position
            //{
            //    Touch[] touch = Input.touches; //记录第0个、第1个触屏点的状态
            //    if (touch[i].phase == TouchPhase.Ended) break; //如果手指触屏之后离开就break
            //    if (touch[i].phase == TouchPhase.Moved)// 当手指移动时
            //    {
            //        float mov = 0; // 用来记录移动增量
            //        if (i == 0)
            //        {
            //            finger1 = touch[i].position;
            //            mov1 = touch[i].deltaPosition;
            //        }
            //        else
            //        {
            //            finger2 = touch[i].position;
            //            mov2 = touch[i].deltaPosition;
            //            if (finger1.x > finger2.x)
            //            {
            //                mov = mov1.x;
            //            }
            //            else { mov = mov2.x; }//比较两个手指在x轴上移动的距离 取其较大者
            //            if (finger1.y > finger2.y)
            //            { mov += mov1.y; }
            //            else { mov += mov2.y; }//加上在y轴上移动的较大的增量
            //            Camera.main.transform.Translate(0, 0, mov * Time.deltaTime);//移动相机 在z轴上变化
            //        }
            //    }
            //}
        }
    }