Unity3D EasyTouch4.X 实现手势拖拽

首先在要拖拽的物体上添加Box Collider组件(一定要有)

在Hierarchy面板上添加Easytouch

然后将以下代码挂在物体上,代码参考EasyTouch官方案例(好像还有更简单的写法  没深入研究只是暂时用来简单使用,等以后研究了再补上)

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using HedgehogTeam.EasyTouch;

using System;

public class BgMove : MonoBehaviour

{

    private Vector3 deltaPosition;

    private int fingerIndex;

    void OnEnable()

    {

        EasyTouch.On_Drag += On_Drag;

        EasyTouch.On_DragStart += On_DragStart;

        EasyTouch.On_DragEnd += On_DragEnd;

    }

    void OnDisable()

    {

        UnsubscribeEvent();

    }

    void OnDestroy()

    {

        UnsubscribeEvent();

    }

    void UnsubscribeEvent()

    {

        EasyTouch.On_Drag -= On_Drag;

        EasyTouch.On_DragStart -= On_DragStart;

        EasyTouch.On_DragEnd -= On_DragEnd;

    }

    // 拖拽开始

    void On_DragStart(Gesture gesture)

    {

        Debug.Log("拖拽");

            // Verification that the action on the object

            if (gesture.pickedObject == gameObject)

            {

                fingerIndex = gesture.fingerIndex;

                // the world coordinate from touch

                Vector3 position = gesture.GetTouchToWorldPoint(gesture.pickedObject.transform.position);

                deltaPosition = position - transform.position;

            }

         

    }

    // 拖拽中

    void On_Drag(Gesture gesture)

    {

        // Verification that the action on the object

        if (gesture.pickedObject == gameObject && fingerIndex == gesture.fingerIndex)

        {

                // the world coordinate from touch

                Vector3 position = gesture.GetTouchToWorldPoint(gesture.pickedObject.transform.position);

                transform.position = position - deltaPosition;

                // Get the drag angle

                float angle = gesture.GetSwipeOrDragAngle();

                Debug.Log("拖拽中");        

        }

    }

    // 拖拽结束

    void On_DragEnd(Gesture gesture)

    {

    }

}

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