using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//接口引用的事件系统命名空间
using UnityEngine.EventSystems;
public class Test_2d : MonoBehaviour, IDragHandler,IPointerClickHandler
{
private bool stop;
private bool animation_demo;
private bool dong;
Vector3 v1;
Quaternion q1;
// Use this for initialization
void Start () {
v1 = transform.position;
q1 = transform.rotation;
}
// Update is called once per frame
void Update () {
if (dong == true)
{
transform.position = Vector3.MoveTowards(transform.position,v1, 2 );
transform.rotation = Quaternion.Lerp(transform.rotation, q1, 2 );
}
}
//3d 可用
private void OnMouseOver()
{
print("over_3");
}
//3d 可用
private void OnMouseDown()
{
print("down_3");
}
//3d 可用
private void OnMouseDrag()
{
print("drag_3");
}
public void OnDrag(PointerEventData eventData)
{
print("drag_2");
if (animation_demo == false)
{
transform.position = Input.mousePosition;
}
}
public void OnPointerClick(PointerEventData eventData)
{
print("Click_2");
}
//2d 3d均可
private void OnTriggerEnter(Collider other)
{
print(other.name);
if (other.name == "Button")
{
animation_demo = true;
transform.GetComponent<Collider>().enabled = false;
StartCoroutine(Yanshi());
if (stop == false)
{
transform.GetComponent<Animation>().CrossFade("one");
}
else
{
transform.GetComponent<Animation>().CrossFade("two");
}
stop = !stop;
}
}
IEnumerator Yanshi()
{
yield return new WaitForSeconds(1.5f);
dong = true;
yield return new WaitForSeconds(2);
dong = false;
transform.GetComponent<Collider>().enabled = true;
animation_demo = false;
}
}
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