Unity 2d/3d 拖拽

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//接口引用的事件系统命名空间
using UnityEngine.EventSystems;

public class Test_2d : MonoBehaviour, IDragHandler,IPointerClickHandler
{
    private bool stop;
    private bool animation_demo;
    private bool dong;

    Vector3 v1;
    Quaternion q1;
	// Use this for initialization
	void Start () {
        v1 = transform.position;
        q1 = transform.rotation;
    }
	
	// Update is called once per frame
	void Update () {
        if (dong == true)
        {
            transform.position = Vector3.MoveTowards(transform.position,v1, 2 );
            transform.rotation = Quaternion.Lerp(transform.rotation, q1, 2 );
        }
    }
    //3d 可用
    private void OnMouseOver()
    {
        print("over_3");
    }
    //3d 可用
    private void OnMouseDown()
    {
        print("down_3");
    }
    //3d 可用
    private void OnMouseDrag()
    {
        print("drag_3");
    }

    public void OnDrag(PointerEventData eventData)
    {
        print("drag_2");
        if (animation_demo == false)
        {
            transform.position = Input.mousePosition;
        }

    }

    public void OnPointerClick(PointerEventData eventData)
    {
        print("Click_2");
    }
    //2d 3d均可
    private void OnTriggerEnter(Collider other)
    {
        print(other.name);
        if (other.name == "Button")
        {
            animation_demo = true;
            transform.GetComponent<Collider>().enabled = false;
            StartCoroutine(Yanshi());
            if (stop == false)
            {
                transform.GetComponent<Animation>().CrossFade("one");
                
            }
            else
            {
                transform.GetComponent<Animation>().CrossFade("two");
            }
            stop = !stop;
        }
    }
    IEnumerator Yanshi()
    {
        yield return new WaitForSeconds(1.5f);
        dong = true;
        yield return new WaitForSeconds(2);
        dong = false;
        transform.GetComponent<Collider>().enabled = true;
        animation_demo = false;
    }

 
}

 

 

 

 

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