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

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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace CurvedUI
{
/// <summary>
/// This class contains code that controls the visuals (only!) of the laser pointer.
/// </summary>
public class CurvedUILaserBeam : MonoBehaviour
{
#pragma warning disable 0649
[SerializeField]
Transform LaserBeamTransform;
[SerializeField]
Transform LaserBeamDot;
[SerializeField]
bool hideWhenNotAimingAtCanvas = false;
#pragma warning restore 0649
// Update is called once per frame
protected void Update()
{
//get direction of the controller
Ray myRay = new Ray(this.transform.position, this.transform.forward);
//make laser beam hit stuff it points at.
if(LaserBeamTransform && LaserBeamDot) {
//change the laser's length depending on where it hits
float length = 10000;
RaycastHit hit;
if (Physics.Raycast(myRay, out hit, length, CurvedUIInputModule.Instance.RaycastLayerMask))
{
length = Vector3.Distance(hit.point, this.transform.position);
//Find if we hit a canvas
CurvedUISettings cuiSettings = hit.collider.GetComponentInParent<CurvedUISettings>();
if (cuiSettings != null)
{
//find if there are any canvas objects we're pointing at. we only want transforms with graphics to block the pointer. (that are drawn by canvas => depth not -1)
int selectablesUnderPointer = cuiSettings.GetObjectsUnderPointer().FindAll(x => x != null && x.GetComponent<Graphic>() != null && x.GetComponent<Graphic>().depth != -1).Count;
length = selectablesUnderPointer == 0 ? 10000 : Vector3.Distance(hit.point, this.transform.position);
}
else if (hideWhenNotAimingAtCanvas) length = 0;
}
else if (hideWhenNotAimingAtCanvas) length = 0;
//set the leangth of the beam
LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyZ(length);
}
}
}
}