rabidus-test/Assets/CurvedUI/Scripts/CurvedUIPhysicsRaycaster.cs

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2023-08-15 17:38:54 +03:00
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections.Generic;
namespace CurvedUI
{
/// <summary>
/// Raycaster used for interactions with 3D objects.
/// </summary>
public class CurvedUIPhysicsRaycaster : BaseRaycaster
{
#region VARIABLES AND SETTINGS
[SerializeField]
protected int sortOrder = 20;
//variables
RaycastHit hitInfo;
RaycastResult result;
#endregion
#region CONSTRUCTOR
protected CurvedUIPhysicsRaycaster() { }
#endregion
#region RAYCASTING
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
//check if we have camera from which to cast a ray
if (CurvedUIInputModule.Instance == null || CurvedUIInputModule.Instance.EventCamera == null)
return;
if (Physics.Raycast(CurvedUIInputModule.Instance.GetEventRay(), out hitInfo, float.PositiveInfinity, CompoundEventMask))
{
if (hitInfo.collider.GetComponentInParent<CurvedUISettings>()) return; //a canvas is hit - these raycastsResults are handled by CurvedUIRaycasters
result = new RaycastResult
{
gameObject = hitInfo.collider.gameObject,
module = this,
distance = hitInfo.distance,
index = resultAppendList.Count,
worldPosition = hitInfo.point,
worldNormal = hitInfo.normal,
};
resultAppendList.Add(result);
}
//Debug.Log("CUIPhysRaycaster: " + resultAppendList.Count);
}
#endregion
#region SETTERS AND GETTERS
/// <summary>
/// This Component's event mask + eventCamera's event mask.
/// </summary>
public int CompoundEventMask {
get { return (eventCamera != null) ? eventCamera.cullingMask & CurvedUIInputModule.Instance.RaycastLayerMask : -1; }
}
/// <summary>
/// Camera used to process events
/// </summary>
public override Camera eventCamera {
get { return CurvedUIInputModule.Instance? CurvedUIInputModule.Instance.EventCamera : null; }
}
public virtual int Depth {
get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
}
public override int sortOrderPriority {
get { return sortOrder; }
}
#endregion
}
}