62 lines
2.3 KiB
C#
62 lines
2.3 KiB
C#
using UnityEngine;
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using System.Collections;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace CurvedUI
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{
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/// <summary>
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/// This class contains code that controls the visuals (only!) of the laser pointer.
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/// </summary>
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public class CurvedUILaserBeam : MonoBehaviour
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{
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#pragma warning disable 0649
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[SerializeField]
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Transform LaserBeamTransform;
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[SerializeField]
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Transform LaserBeamDot;
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[SerializeField]
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bool hideWhenNotAimingAtCanvas = false;
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#pragma warning restore 0649
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// Update is called once per frame
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protected void Update()
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{
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//get direction of the controller
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Ray myRay = new Ray(this.transform.position, this.transform.forward);
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//make laser beam hit stuff it points at.
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if(LaserBeamTransform && LaserBeamDot) {
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//change the laser's length depending on where it hits
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float length = 10000;
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RaycastHit hit;
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if (Physics.Raycast(myRay, out hit, length, CurvedUIInputModule.Instance.RaycastLayerMask))
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{
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length = Vector3.Distance(hit.point, this.transform.position);
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//Find if we hit a canvas
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CurvedUISettings cuiSettings = hit.collider.GetComponentInParent<CurvedUISettings>();
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if (cuiSettings != null)
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{
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//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)
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int selectablesUnderPointer = cuiSettings.GetObjectsUnderPointer().FindAll(x => x != null && x.GetComponent<Graphic>() != null && x.GetComponent<Graphic>().depth != -1).Count;
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length = selectablesUnderPointer == 0 ? 10000 : Vector3.Distance(hit.point, this.transform.position);
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}
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else if (hideWhenNotAimingAtCanvas) length = 0;
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}
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else if (hideWhenNotAimingAtCanvas) length = 0;
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//set the leangth of the beam
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LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyZ(length);
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}
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}
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}
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}
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