【Unity 3D学习】获取鼠标滑动方向(上下左右)-控制摄像机围绕物体旋转

using UnityEngine;
using System.Collections;

public class ModelRotationScript : MonoBehaviour {

	public GameObject model;   //目标物体
	public Camera myCamera;    //摄像机

	Vector2 first = Vector2.zero;    //记录鼠标点击的初始位置
	Vector2 second = Vector2.zero;   //记录鼠标移动时的位置

	bool directorToLeft = false;
	bool directorToRight = false;
	bool directorToUp = false;
	bool directorToDown = false;

	bool dragging = false;   //标记是否鼠标在滑动

	// Use this for initialization
	void Start () {

	}
	
	// Update is called once per frame
	void Update () {
	
		if(Input.GetMouseButton(0)) { 

			Ray ray =myCamera.ScreenPointToRay (Input.mousePosition);    
			RaycastHit hit ;    

			if (Physics.Raycast (ray, out hit)) {  

//				print(hit.collider.gameObject.name);
				if (hit.collider.gameObject.name == "3D Model" && dragging == true) {

					Vector3 newPosition = Vector3.zero;
					float speed = 0;

					if (directorToLeft == true) {
						newPosition = new Vector3 (0, -1, 0);
						speed = 15;
						print ("left");
					} 
					if (directorToRight == true){
						speed = 10;
						newPosition = new Vector3 (0, 1, 0);
						print ("right");
					}
					if (directorToUp == true) {
						speed = 15;
						newPosition = new Vector3 (1, 0, 0);
						print ("up");
					} 
					if (directorToDown == true){
						speed = 10;
						newPosition = new Vector3 (-1, 0, 0);
						print ("down");
					}

					GetComponent<Camera>().transform.RotateAround (model.transform.localPosition, newPosition, speed * Time.deltaTime);
				}
			}
		}
	}
	void OnGUI() {

		if(Event.current.type == EventType.MouseDown){   //记录鼠标按下的位置  

			first = Event.current.mousePosition ;  
		} 

		dragging = false;

		if(Event.current.type == EventType.MouseDrag){   //记录鼠标拖动的位置  

			dragging = true;
			second = Event.current.mousePosition ;  
			Vector2 slideDirection = second - first;
			float x = slideDirection.x, y = slideDirection.y;

			if(y < x && y > -x) { 		// right 

				directorToLeft = false;
				directorToRight = true;
				directorToUp = false;
				directorToDown = false;

			} else if(y > x && y < -x) { // left

				directorToLeft = true;
				directorToRight = false;
				directorToUp = false;
				directorToDown = false;
			} else if(y > x && y > -x) { // up

				directorToLeft = false;
				directorToRight = false;
				directorToUp = true;
				directorToDown = false;

			}
			else {      				// down

				directorToLeft = false;
				directorToRight = false;
				directorToUp = false;
				directorToDown = true;
			}
		}  
	}
}

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