没有啥好讲的,直接看代码吧
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public enum DragDirection
{
Horizontal = 0,
Vertical = 1,
}
public class Drag : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
{
Vector2 beginPos = Vector2.zero;
Vector2 endPos = Vector2.zero;
float dragThreshold = 150;
DragDirection direction = DragDirection.Horizontal;
Action beforeAction = null;
Action nextAction = null;
public void InitSet(DragDirection dragDirection, Action beforeAction, Action nextAction, float threshold = 150)
{
this.direction = dragDirection;
this.beforeAction = beforeAction;
this.nextAction = nextAction;
this.dragThreshold = threshold;
}
public void OnBeginDrag(PointerEventData eventData)
{
beginPos = eventData.position;
}
public void OnDrag(PointerEventData eventData)
{
}
public void OnEndDrag(PointerEventData eventData)
{
endPos = eventData.position;
float yABS = Mathf.Abs(endPos.y - beginPos.y);
float xABS = Mathf.Abs(endPos.x - beginPos.x);
if (this.direction == TuiTuDragDirection.Horizontal)
{
if (yABS < xABS && xABS > dragThreshold)
{
if (endPos.x - beginPos.x > 0)//向右
{
Debug.Log("向右, 准备加载 before");
if (this.beforeAction != null)
{
this.beforeAction();
}
}
else if (endPos.x - beginPos.x < 0)//向左
{
Debug.Log("向左, 准备加载 next");
if (this.nextAction != null)
{
this.nextAction();
}
}
}
}
else if (this.direction == TuiTuDragDirection.Vertical)
{
if (yABS > xABS && yABS > dragThreshold)
{
if (endPos.y - beginPos.y > 0)//向上,加载next
{
if (this.nextAction != null)
{
this.nextAction();
}
}
else if (endPos.y - beginPos.y < 0)//向下,加载before
{
if (this.beforeAction != null)
{
this.beforeAction();
}
}
}
}
}
}