PC端
usingUnityEngine; usingSystem.Collections; public classDragRound : MonoBehaviour { publicTransform obj; public float speed = 2; private bool _mouseDown = false; voidUpdate () { if (Input.GetMouseButtonDown(0)) _mouseDown = true; else if (Input.GetMouseButtonUp(0)) _mouseDown = false; if(_mouseDown) { float fMouseX = Input.GetAxis("Mouse X"); float fMouseY = Input.GetAxis("Mouse Y"); obj.Rotate(Vector3.up, -fMouseX *speed, Space.World); obj.Rotate(Vector3.right, fMouseY *speed, Space.World); } } }
移动端:
usingUnityEngine; usingSystem.Collections; public classDragRoundPhone : MonoBehaviour { privateVector3 startFingerPos; privateVector3 nowFingerPos; private floatxMoveDistance; private floatyMoveDistance; private int backValue = 0; publicGameObject obj; voidUpdate() { if (Input.touchCount <= 0) { return; } if (Input.GetTouch(0).phase ==TouchPhase.Began) { //Debug.Log("======开始触摸====="); startFingerPos = Input.GetTouch(0).position; } nowFingerPos = Input.GetTouch(0).position; if ((Input.GetTouch(0).phase == TouchPhase.Stationary) || (Input.GetTouch(0).phase ==TouchPhase.Ended)) { startFingerPos =nowFingerPos; //Debug.Log("======释放触摸====="); return; } //if (Input.GetTouch(0).phase == TouchPhase.Ended) { // //} if (startFingerPos ==nowFingerPos) { return; } xMoveDistance = Mathf.Abs(nowFingerPos.x -startFingerPos.x); yMoveDistance = Mathf.Abs(nowFingerPos.y -startFingerPos.y); if (xMoveDistance >yMoveDistance) { if (nowFingerPos.x - startFingerPos.x > 0) { //Debug.Log("=======沿着X轴负方向移动====="); backValue = -1; //沿着X轴负方向移动 } else{ //Debug.Log("=======沿着X轴正方向移动====="); backValue = 1; //沿着X轴正方向移动 } } else{ if (nowFingerPos.y - startFingerPos.y > 0) { //Debug.Log("=======沿着Y轴正方向移动====="); backValue = 2; //沿着Y轴正方向移动 } else{ //Debug.Log("=======沿着Y轴负方向移动====="); backValue = -2; //沿着Y轴负方向移动 } } if (backValue == -1) { obj.transform.Rotate(Vector3.up * -1 * Time.deltaTime * 50, Space.World); } else if (backValue == 1) { obj.transform.Rotate(Vector3.up * Time.deltaTime * 50, Space.World); } else if (backValue == 2) { obj.transform.Rotate(Vector3.right * Time.deltaTime * 50, Space.World); } else if (backValue == -2) { obj.transform.Rotate(Vector3.right * -1 * Time.deltaTime * 50, Space.World); } } }