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