PC端:
using UnityEngine; using System.Collections; public class DragRound : MonoBehaviour { public Transform obj; public float speed = 2; private bool _mouseDown = false; void Update () { 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); } } }
手机端:
using UnityEngine; using System.Collections; public class DragRoundPhone : MonoBehaviour { private Vector3 startFingerPos; private Vector3 nowFingerPos; private float xMoveDistance; private float yMoveDistance; private int backValue = 0; public GameObject obj; void Update() { 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); } } }