<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>移动端交互 on PlumePHP</title><link>https://plumephp.com/tags/%E7%A7%BB%E5%8A%A8%E7%AB%AF%E4%BA%A4%E4%BA%92/</link><description>Recent content in 移动端交互 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Mon, 23 Mar 2026 12:48:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E7%A7%BB%E5%8A%A8%E7%AB%AF%E4%BA%A4%E4%BA%92/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 触屏镜头拖拽惯性：手指离开后，镜头也要停得有分寸</title><link>https://plumephp.com/godot-touch-camera-drag-inertia-2026/</link><pubDate>Mon, 23 Mar 2026 12:48:00 +0800</pubDate><guid>https://plumephp.com/godot-touch-camera-drag-inertia-2026/</guid><description>&lt;h2 id="为什么要单独设计"&gt;为什么要单独设计&lt;/h2&gt;
&lt;p&gt;移动端第三人称镜头如果没有惯性，会显得生硬；惯性太强，又会让玩家松手后镜头飘过头。更麻烦的是右侧技能按钮、UI 面板、目标锁定和镜头拖拽都可能抢触摸事件。触屏镜头需要 GestureSession、速度过滤、惯性衰减和输入归属。&lt;/p&gt;</description></item></channel></rss>