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using UnityEngine;using System.Collections;namespace UnityEngine.UI{    public class Empty4Raycast : MaskableGraphic    {        protected Empty4Raycast()        {            useLegacyMeshGeneration = false;        }        protected override void OnPopulateMesh(VertexHelper toFill)        {            toFill.Clear();        }    }}
using UnityEngine;using System.Collections;using System.Collections.Generic;using Res_Table;using UnityEngine.UI;using UnityEngine.EventSystems;public class ModelDragController : MonoBehaviour,IDragHandler{    private Vector2 m_Angle = Vector2.zero;    public Transform m_cTrans;    public void OnDrag(PointerEventData eventData)    {        m_Angle.y = -eventData.delta.x;        if (m_cTrans != null)            m_cTrans.Rotate(m_Angle);    }}

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