316 lines
9.7 KiB
C#
316 lines
9.7 KiB
C#
|
using System.Collections.Generic;
|
|||
|
using UnityEngine;
|
|||
|
using UnityEngine.EventSystems;
|
|||
|
|
|||
|
namespace Lean.Common
|
|||
|
{
|
|||
|
/// <summary>This struct stores information about and allows you to search the scene for a specific object on screen space.</summary>
|
|||
|
[System.Serializable]
|
|||
|
public struct LeanScreenQuery
|
|||
|
{
|
|||
|
public enum MethodType
|
|||
|
{
|
|||
|
Raycast
|
|||
|
}
|
|||
|
|
|||
|
public enum SearchType
|
|||
|
{
|
|||
|
GetComponent,
|
|||
|
GetComponentInParent,
|
|||
|
GetComponentInChildren
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>The method used to search the scene based on a screen position.
|
|||
|
/// Raycast = 3D, 2D, and EventSystem raycast.</summary>
|
|||
|
public MethodType Method;
|
|||
|
|
|||
|
/// <summary>The scene will be queried (e.g. Raycast) against these layers.</summary>
|
|||
|
public LayerMask Layers;
|
|||
|
|
|||
|
/// <summary>When the query hits a GameObject, how should the desired component be searched for relative to it?</summary>
|
|||
|
public SearchType Search;
|
|||
|
|
|||
|
/// <summary>The component found from the search must have this tag.</summary>
|
|||
|
public string RequiredTag;
|
|||
|
|
|||
|
/// <summary>The camera used to perform the search.
|
|||
|
/// None = MainCamera.</summary>
|
|||
|
public Camera Camera;
|
|||
|
|
|||
|
public float Distance;
|
|||
|
|
|||
|
private static RaycastHit[] raycastHits = new RaycastHit[1024];
|
|||
|
|
|||
|
private static RaycastHit2D[] raycastHit2Ds = new RaycastHit2D[1024];
|
|||
|
|
|||
|
// Used to find if the GUI is in use
|
|||
|
private static List<RaycastResult> tempRaycastResults = new List<RaycastResult>(10);
|
|||
|
|
|||
|
// Used by RaycastGui
|
|||
|
private static PointerEventData tempPointerEventData;
|
|||
|
|
|||
|
// Used by RaycastGui
|
|||
|
private static EventSystem tempEventSystem;
|
|||
|
|
|||
|
public LeanScreenQuery(MethodType newMethod)
|
|||
|
{
|
|||
|
Method = newMethod;
|
|||
|
Search = SearchType.GetComponentInParent;
|
|||
|
RequiredTag = null;
|
|||
|
Camera = null;
|
|||
|
Layers = Physics.DefaultRaycastLayers;
|
|||
|
Distance = 50.0f;
|
|||
|
}
|
|||
|
|
|||
|
public T Query<T>(GameObject gameObject, Vector2 screenPosition, ref Vector3 worldPosition)
|
|||
|
where T : Component
|
|||
|
{
|
|||
|
var camera = LeanHelper.GetCamera(Camera, gameObject);
|
|||
|
var bestResult = default(Component);
|
|||
|
var bestDistance = float.PositiveInfinity;
|
|||
|
var bestPosition = default(Vector3);
|
|||
|
|
|||
|
if (camera != null)
|
|||
|
{
|
|||
|
if (camera.pixelRect.Contains(screenPosition) == true)
|
|||
|
{
|
|||
|
DoRaycast3D(camera, screenPosition, ref bestResult, ref bestDistance, ref bestPosition);
|
|||
|
DoRaycast2D(camera, screenPosition, ref bestResult, ref bestDistance, ref bestPosition);
|
|||
|
DoRaycastUI(screenPosition, ref bestResult, ref bestDistance, ref bestPosition);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (bestResult != null)
|
|||
|
{
|
|||
|
worldPosition = bestPosition;
|
|||
|
|
|||
|
return Result<T>(bestResult);
|
|||
|
}
|
|||
|
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
private T Result<T>(Component bestResult)
|
|||
|
where T : Component
|
|||
|
{
|
|||
|
var result = default(T);
|
|||
|
|
|||
|
if (bestResult != null)
|
|||
|
{
|
|||
|
switch (Search)
|
|||
|
{
|
|||
|
case SearchType.GetComponent: result = bestResult.GetComponent <T>(); break;
|
|||
|
case SearchType.GetComponentInParent: result = bestResult.GetComponentInParent <T>(); break;
|
|||
|
case SearchType.GetComponentInChildren: result = bestResult.GetComponentInChildren<T>(); break;
|
|||
|
}
|
|||
|
|
|||
|
// Discard if tag doesn't match
|
|||
|
if (result != null && string.IsNullOrEmpty(RequiredTag) == false && result.tag != RequiredTag)
|
|||
|
{
|
|||
|
result = null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return result;
|
|||
|
}
|
|||
|
|
|||
|
private static int GetClosestRaycastHitsIndex(int count)
|
|||
|
{
|
|||
|
var closestIndex = -1;
|
|||
|
var closestDistance = float.PositiveInfinity;
|
|||
|
|
|||
|
for (var i = 0; i < count; i++)
|
|||
|
{
|
|||
|
var distance = raycastHits[i].distance;
|
|||
|
|
|||
|
if (distance < closestDistance)
|
|||
|
{
|
|||
|
closestIndex = i;
|
|||
|
closestDistance = distance;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return closestIndex;
|
|||
|
}
|
|||
|
|
|||
|
private void DoRaycast3D(Camera camera, Vector2 screenPosition, ref Component bestResult, ref float bestDistance, ref Vector3 bestPosition)
|
|||
|
{
|
|||
|
var ray = camera.ScreenPointToRay(screenPosition);
|
|||
|
var count = Physics.RaycastNonAlloc(ray, raycastHits, float.PositiveInfinity, Layers);
|
|||
|
|
|||
|
if (count > 0)
|
|||
|
{
|
|||
|
var closestHit = raycastHits[GetClosestRaycastHitsIndex(count)];
|
|||
|
var distance = closestHit.distance;
|
|||
|
|
|||
|
if (distance < bestDistance)
|
|||
|
{
|
|||
|
bestDistance = distance;
|
|||
|
bestResult = closestHit.collider;
|
|||
|
bestPosition = closestHit.point;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void DoRaycast2D(Camera camera, Vector2 screenPosition, ref Component bestResult, ref float bestDistance, ref Vector3 bestPosition)
|
|||
|
{
|
|||
|
var ray = camera.ScreenPointToRay(screenPosition);
|
|||
|
var count = Physics2D.GetRayIntersectionNonAlloc(ray, raycastHit2Ds, float.PositiveInfinity, Layers);
|
|||
|
|
|||
|
if (count > 0)
|
|||
|
{
|
|||
|
var closestHit = raycastHit2Ds[0];
|
|||
|
var distance = closestHit.distance;
|
|||
|
|
|||
|
if (distance < bestDistance)
|
|||
|
{
|
|||
|
bestDistance = distance;
|
|||
|
bestResult = closestHit.transform;
|
|||
|
bestPosition = closestHit.point;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void DoRaycastUI(Vector2 screenPosition, ref Component bestResult, ref float bestDistance, ref Vector3 bestPosition)
|
|||
|
{
|
|||
|
var currentEventSystem = EventSystem.current;
|
|||
|
|
|||
|
if (currentEventSystem == null)
|
|||
|
{
|
|||
|
currentEventSystem = Object.FindObjectOfType<EventSystem>();
|
|||
|
}
|
|||
|
|
|||
|
if (currentEventSystem != null)
|
|||
|
{
|
|||
|
// Create point event data for this event system?
|
|||
|
if (currentEventSystem != tempEventSystem)
|
|||
|
{
|
|||
|
tempEventSystem = currentEventSystem;
|
|||
|
|
|||
|
if (tempPointerEventData == null)
|
|||
|
{
|
|||
|
tempPointerEventData = new PointerEventData(tempEventSystem);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
tempPointerEventData.Reset();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Raycast event system at the specified point
|
|||
|
tempPointerEventData.position = screenPosition;
|
|||
|
|
|||
|
currentEventSystem.RaycastAll(tempPointerEventData, tempRaycastResults);
|
|||
|
|
|||
|
foreach (var result in tempRaycastResults)
|
|||
|
{
|
|||
|
var resultLayer = 1 << result.gameObject.layer;
|
|||
|
|
|||
|
if ((resultLayer & Layers) != 0)
|
|||
|
{
|
|||
|
var distance = result.distance;
|
|||
|
|
|||
|
if (distance < bestDistance)
|
|||
|
{
|
|||
|
bestDistance = distance;
|
|||
|
bestResult = result.gameObject.transform;
|
|||
|
bestPosition = result.worldPosition;
|
|||
|
}
|
|||
|
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
namespace Lean.Common.Editor
|
|||
|
{
|
|||
|
using UnityEditor;
|
|||
|
|
|||
|
[CustomPropertyDrawer(typeof(LeanScreenQuery))]
|
|||
|
public class LeanScreenQuery_Drawer : PropertyDrawer
|
|||
|
{
|
|||
|
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
|||
|
{
|
|||
|
var method = (LeanScreenQuery.MethodType)property.FindPropertyRelative("Method").enumValueIndex;
|
|||
|
var height = base.GetPropertyHeight(property, label);
|
|||
|
var step = height + 2;
|
|||
|
|
|||
|
switch (method)
|
|||
|
{
|
|||
|
case LeanScreenQuery.MethodType.Raycast: height += step * 4; break;
|
|||
|
}
|
|||
|
|
|||
|
return height;
|
|||
|
}
|
|||
|
|
|||
|
public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
|
|||
|
{
|
|||
|
var method = (LeanScreenQuery.MethodType)property.FindPropertyRelative("Method").enumValueIndex;
|
|||
|
var height = base.GetPropertyHeight(property, label);
|
|||
|
|
|||
|
rect.height = height;
|
|||
|
|
|||
|
DrawProperty(ref rect, property, label, "Method", label.text, "The method used to search the scene based on a screen position.\n\nRaycast = 3D, 2D, and EventSystem raycast.");
|
|||
|
|
|||
|
EditorGUI.indentLevel++;
|
|||
|
{
|
|||
|
DrawProperty(ref rect, property, label, "Camera", null, "The camera the depth calculations will be done using.\n\nNone = MainCamera.");
|
|||
|
|
|||
|
switch (method)
|
|||
|
{
|
|||
|
case LeanScreenQuery.MethodType.Raycast:
|
|||
|
{
|
|||
|
//LeanEditor.BeginError(property.FindPropertyRelative("Distance").floatValue == 0.0f);
|
|||
|
// DrawProperty(ref rect, property, label, "Distance", "Distance", "The world space distance from the camera the point will be placed. This should be greater than 0.");
|
|||
|
//LeanEditor.EndError();
|
|||
|
LeanEditor.BeginError(property.FindPropertyRelative("Layers").intValue == 0.0f);
|
|||
|
DrawProperty(ref rect, property, label, "Layers", "Layers", "The scene will be queried (e.g. Raycast) against these layers.");
|
|||
|
LeanEditor.EndError();
|
|||
|
DrawProperty(ref rect, property, label, "Search", "Search", "When the query hits a GameObject, how should the desired component be searched for relative to it?");
|
|||
|
DrawProperty(ref rect, property, label, "RequiredTag", "RequiredTag", "The component found from the search must have this tag.");
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
EditorGUI.indentLevel--;
|
|||
|
}
|
|||
|
|
|||
|
private void DrawObjectProperty<T>(ref Rect rect, SerializedProperty property, string title, string tooltip)
|
|||
|
where T : Object
|
|||
|
{
|
|||
|
var propertyObject = property.FindPropertyRelative("Object");
|
|||
|
var oldValue = propertyObject.objectReferenceValue as T;
|
|||
|
|
|||
|
LeanEditor.BeginError(oldValue == null);
|
|||
|
var mixed = EditorGUI.showMixedValue; EditorGUI.showMixedValue = propertyObject.hasMultipleDifferentValues;
|
|||
|
var newValue = EditorGUI.ObjectField(rect, new GUIContent(title, tooltip), oldValue, typeof(T), true);
|
|||
|
EditorGUI.showMixedValue = mixed;
|
|||
|
LeanEditor.EndError();
|
|||
|
|
|||
|
if (oldValue != newValue)
|
|||
|
{
|
|||
|
propertyObject.objectReferenceValue = newValue;
|
|||
|
}
|
|||
|
|
|||
|
rect.y += rect.height;
|
|||
|
}
|
|||
|
|
|||
|
private void DrawProperty(ref Rect rect, SerializedProperty property, GUIContent label, string childName, string overrideName = null, string overrideTooltip = null)
|
|||
|
{
|
|||
|
var childProperty = property.FindPropertyRelative(childName);
|
|||
|
|
|||
|
label.text = string.IsNullOrEmpty(overrideName) == false ? overrideName : childProperty.displayName;
|
|||
|
|
|||
|
label.tooltip = string.IsNullOrEmpty(overrideTooltip) == false ? overrideTooltip : childProperty.tooltip;
|
|||
|
|
|||
|
EditorGUI.PropertyField(rect, childProperty, label);
|
|||
|
|
|||
|
rect.y += rect.height + 2;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|