鼠标事件接口

检测鼠标持续按下要继承2个接口IPointerDownHandler, IPointerUpHandler,并且这个类要挂在相应的UI上

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class Operation : MonoBehaviour,IPointerDownHandler, IPointerUpHandler
{   
    public  bool pressed = false;
    public void OnPointerDown(PointerEventData eventData)
    {
        pressed = true;
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        pressed = false;
    }
 }   

在每个相应的UI上判定鼠标是否持续按下,把它当做组件加到每个UI上,在判断

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class OperationPlaneButton : MonoBehaviour
{

    private Button[] bts;
    private GameObject cfj;
    private bool isDown = false;

    private void Awake()
    {      
        bts = this.GetComponentsInChildren<Button>();
        Getbtns();
    }
    // Use this for initialization
    void Start ()
    {
        cfj = GameObject.Find("cfj");     
    }
    void Getbtns()
    {
        foreach (var item in bts)
        {
            item.gameObject.AddComponent<Operation>();           
        }
    }

    private  void RorateX()
    {
        cfj.transform.Rotate(-5, 0, 0);     
    }


    // Update is called once per frame
    void Update ()
    {    
        foreach (var item in bts)
        {
            isDown = item.gameObject.GetComponent<Operation>().pressed;      
             if (isDown==true)
              {
                if (item.gameObject.name== "Button")
                {
                    RorateX();
                    print(2);
                }                
              }                  
        }
    }  
}
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