rabidus-test/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_DragBetweenCanvases.cs

110 lines
4.5 KiB
C#

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