Unity EventSystem.current.IsPointerOverGameObject ()

//返回一個布爾值,進入了UI上就返回true,用的時候要 using UnityEngine.EventSystems;

EventSystem.current.IsPointerOverGameObject ()

 

旋轉一個物體

using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
using System.Linq;


public class TouchController : MonoBehaviour
{
    public GameObject Cube;
    public float Speed = 0.1f;

    void Update()
    {
#if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR)

            //Touch
            int touchCount = Input.touchCount;
        
            if (touchCount == 1)
            {            
                Touch t = Input.GetTouch (0);
                if (EventSystem.current.IsPointerOverGameObject (t.fingerId))
                    return;
            
                switch (t.phase)
                {
                case TouchPhase.Moved:
                
                    float xAngle = t.deltaPosition.y * Speed;
                    float yAngle = -t.deltaPosition.x * Speed;
                    float zAngle = 0;
                
                    Cube.transform.Rotate (xAngle, yAngle, zAngle, Space.World);
                
                    break;
                }            
            }

#else
        //Mouse
        if (Input.GetMouseButton(0))
        {
            if (EventSystem.current.IsPointerOverGameObject())
                return;

            float xAngle = Input.GetAxis("Mouse Y") * Speed * 80;
            float yAngle = -Input.GetAxis("Mouse X") * Speed * 80;
            float zAngle = 0;

            Cube.transform.Rotate(xAngle, yAngle, zAngle, Space.World);
        }
#endif
    }
}

 

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