com.alicizax.unity.ui.exten.../Runtime/UI3DWidget/UI3DDisplay.Touch.cs

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2025-02-28 16:11:11 +08:00
// using UnityEngine;
// using UnityEngine.EventSystems;
//
// namespace AlicizaX.UI.Extension
// {
// public class UI3DDisplayTouch : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
// {
// private GameObject m_dragObject;
// private bool m_CanDrag = true;
// private float m_DragSpeed = 20.0f;
// private float m_DragRotation;
// private Vector3 m_ShowRotation = Vector3.zero;
// private Transform view;
//
// public void SetObject(GameObject obj)
// {
// m_dragObject = obj;
// m_ShowRotation = obj.transform.eulerAngles;
// view = obj.GetComponent<Transform>();
// }
//
// public void Disopose()
// {
// m_dragObject = null;
// view = null;
// }
//
// //拖拽
// public void OnDrag(PointerEventData eventData)
// {
// if (!m_CanDrag) return;
// if (!view) return;
// if (!m_dragObject || !(m_DragSpeed > 0.0f)) return;
//
// var delta = eventData.delta.x;
// var deltaRot = -m_DragSpeed * delta * Time.deltaTime;
//
// m_DragRotation += deltaRot;
// var showRotation = Quaternion.Euler(m_ShowRotation);
// var showUp = showRotation * Vector3.up;
// showRotation *= Quaternion.AngleAxis(m_DragRotation, showUp);
// view.rotation = showRotation;
// }
//
// //按下
// public void OnPointerDown(PointerEventData eventData)
// {
// }
//
// //抬起
// public void OnPointerUp(PointerEventData eventData)
// {
// }
// }
// }