110 lines
4.5 KiB
C#
110 lines
4.5 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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namespace CurvedUI
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{
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/// <summary>
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/// This component enables accurate object dragging over curved canvas. It also allows user to drop the object on another canvas.
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/// It supports both mouse and gaze controllers. Add it to your canvas object with image component.
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/// </summary>
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public class CUI_DragBetweenCanvases : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler
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{
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//saved location where we grabbed the panel
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Vector2 dragPoint;
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public void OnBeginDrag(PointerEventData data)
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{
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Debug.Log("OnBeginDrag");
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Vector2 newPos = Vector2.zero;
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RaycastPosition(out newPos);
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//save distance from click point to object center to allow for precise dragging
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dragPoint = new Vector2((transform as RectTransform).localPosition.x, (transform as RectTransform).localPosition.y) - newPos;
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}
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/// <summary>
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/// drag the transform along the mouse. We use raycast to determine its position on curved canvas.
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/// </summary>
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/// <param name="data"></param>
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public void OnDrag(PointerEventData data)
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{
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CurvedUISettings myCurvedCanvas = GetComponentInParent<CurvedUISettings>();
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Ray ray3d = Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2.0f, Screen.height / 2.0f));
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if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.MOUSE)
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{
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//position when using mouse
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ray3d = Camera.main.ScreenPointToRay(Input.mousePosition);
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}
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else if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.GAZE)
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{
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//position when using gaze
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ray3d = Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2.0f, Screen.height / 2.0f));
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}
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//find a canvas underneath the pointer.
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RaycastHit hit;
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if (Physics.Raycast(ray3d, out hit))
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{
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CurvedUISettings curvedCanvasUnderPointer = hit.collider.GetComponentInParent<CurvedUISettings>();
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Vector2 newPos = Vector2.zero;
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if (curvedCanvasUnderPointer != null)
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{
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//change canvas if we moved it to the other one.
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if(curvedCanvasUnderPointer != myCurvedCanvas)
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{
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//move this panel to the other canvas and resets its position.
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this.transform.SetParent(curvedCanvasUnderPointer.transform);
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this.transform.ResetTransform();
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//force the panel and each of its children to update their parent CurvedUISettings.
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//This will ensure they will rebuild with proper angle and stuff.
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foreach(CurvedUIVertexEffect eff in GetComponentsInChildren<CurvedUIVertexEffect>())
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{
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eff.FindParentSettings(true);
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}
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}
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//find the raycast position in flat canvas units.
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curvedCanvasUnderPointer.RaycastToCanvasSpace(ray3d, out newPos);
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//set the new position of the panel. Add the drag point so we're still holding the object in the same spot.
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(transform as RectTransform).localPosition = newPos + dragPoint;
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}
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}
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}
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public void OnEndDrag(PointerEventData data)
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{
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Debug.Log("OnEndDrag");
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}
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void RaycastPosition(out Vector2 newPos)
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{
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if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.MOUSE)
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{
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//position when using mouse
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GetComponentInParent<CurvedUISettings>().RaycastToCanvasSpace(Camera.main.ScreenPointToRay(Input.mousePosition), out newPos);
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}
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else if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.GAZE)
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{
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//position when using gaze
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GetComponentInParent<CurvedUISettings>().RaycastToCanvasSpace(Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2.0f, Screen.height / 2.0f)), out newPos);
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}
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else newPos = Vector2.zero;
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}
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}
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}
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