using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class ModelPanel : BasePanel,IPointerEnterHandler,IPointerExitHandler { //private Transform player; private bool isOn = false; public override void OnCloseWindow() { } public override void OnDestroyWindow() { } public override void OnInitWindow() { } public override void OnShowWindow() { } public void OnPointerEnter(PointerEventData eventData) { isOn= true; } public void OnPointerExit(PointerEventData eventData) { isOn = false; } private void Update() { if (StepManager.player_dress) { PlayerInputComponent playerInput = StepManager.player_dress.GetComponent(); Debug.Log(isOn + "////" + playerInput.isPressDown); #if UNITY_STANDALONE_WIN if (isOn && playerInput.isPressDown) { StepManager.player_dress.transform.Rotate(StepManager.player_dress.transform.up, -playerInput.mousePosInput.x * 0.7f); } #elif UNITY_EDITOR if (isOn && playerInput.isPressDown) { StepManager.player_dress.transform.Rotate(StepManager.player_dress.transform.up, -playerInput.mousePosInput.x * 0.7f); } #elif UNITY_ANDROID if (isOn && Input.touchCount==1) { StepManager.player_dress.transform.Rotate(StepManager.player_dress.transform.up, -playerInput.mousePosInput.x * 0.7f); } #endif } } }