rabidus-test/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunController.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace CurvedUI
{
public class CUI_GunController : MonoBehaviour
{
#pragma warning disable 0649
[SerializeField]
CurvedUISettings ControlledCanvas;
[SerializeField]
Transform LaserBeamTransform;
#pragma warning restore 0649
// Update is called once per frame
void Update()
{
//tell canvas to use the direction of the gun as a ray controller
Ray myRay = new Ray(this.transform.position, this.transform.forward);
if (ControlledCanvas)
CurvedUIInputModule.CustomControllerRay = myRay;
//change the laser's length depending on where it hits
float length = 10000;
RaycastHit hit;
if (Physics.Raycast(myRay, out hit, length))
{
//check for graphic under pointer if we hit curved canvas. We only want transforms with graphics that are drawn by canvas (depth not -1) to block the pointer.
int SelectablesUnderPointer = 0;
if (hit.transform.GetComponent<CurvedUIRaycaster>() != null)
{
SelectablesUnderPointer = hit.transform.GetComponent<CurvedUIRaycaster>().GetObjectsUnderPointer().FindAll(x => x.GetComponent<Graphic>() != null && x.GetComponent<Graphic>().depth != -1).Count;
}
//Debug.Log("found graphics: " + SelectablesUnderPointer);
length = SelectablesUnderPointer == 0 ? 10000 : Vector3.Distance(hit.point, this.transform.position);
}
LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyZ(length);
//make laser beam thicker if mose is pressed
if (Input.GetMouseButton(0))
{
LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyX(0.75f).ModifyY(0.75f);
}
else {
LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyX(0.2f).ModifyY(0.2f);
}
}
}
}