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358 lines
14 KiB
358 lines
14 KiB
using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine.EventSystems;
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using UnityEngine.Serialization;
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namespace UnityEngine.UI
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{
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[AddComponentMenu("Event/Graphic Raycaster")]
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[RequireComponent(typeof(Canvas))]
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/// <summary>
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/// A derived BaseRaycaster to raycast against Graphic elements.
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/// </summary>
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public class GraphicRaycaster : BaseRaycaster
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{
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protected const int kNoEventMaskSet = -1;
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/// <summary>
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/// Type of raycasters to check against to check for canvas blocking elements.
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/// </summary>
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public enum BlockingObjects
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{
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/// <summary>
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/// Perform no raycasts.
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/// </summary>
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None = 0,
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/// <summary>
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/// Perform a 2D raycast check to check for blocking 2D elements
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/// </summary>
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TwoD = 1,
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/// <summary>
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/// Perform a 3D raycast check to check for blocking 3D elements
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/// </summary>
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ThreeD = 2,
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/// <summary>
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/// Perform a 2D and a 3D raycasts to check for blocking 2D and 3D elements.
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/// </summary>
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All = 3,
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}
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/// <summary>
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/// Priority of the raycaster based upon sort order.
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/// </summary>
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/// <returns>
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/// The sortOrder priority.
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/// </returns>
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public override int sortOrderPriority
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{
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get
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{
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// We need to return the sorting order here as distance will all be 0 for overlay.
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if (canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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return canvas.sortingOrder;
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return base.sortOrderPriority;
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}
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}
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/// <summary>
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/// Priority of the raycaster based upon render order.
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/// </summary>
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/// <returns>
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/// The renderOrder priority.
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/// </returns>
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public override int renderOrderPriority
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{
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get
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{
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// We need to return the sorting order here as distance will all be 0 for overlay.
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if (canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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return canvas.rootCanvas.renderOrder;
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return base.renderOrderPriority;
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}
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}
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[FormerlySerializedAs("ignoreReversedGraphics")]
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[SerializeField]
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private bool m_IgnoreReversedGraphics = true;
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[FormerlySerializedAs("blockingObjects")]
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[SerializeField]
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private BlockingObjects m_BlockingObjects = BlockingObjects.None;
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/// <summary>
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/// Whether Graphics facing away from the raycaster are checked for raycasts.
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/// </summary>
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public bool ignoreReversedGraphics { get {return m_IgnoreReversedGraphics; } set { m_IgnoreReversedGraphics = value; } }
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/// <summary>
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/// The type of objects that are checked to determine if they block graphic raycasts.
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/// </summary>
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public BlockingObjects blockingObjects { get {return m_BlockingObjects; } set { m_BlockingObjects = value; } }
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[SerializeField]
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protected LayerMask m_BlockingMask = kNoEventMaskSet;
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/// <summary>
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/// The type of objects specified through LayerMask that are checked to determine if they block graphic raycasts.
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/// </summary>
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public LayerMask blockingMask { get { return m_BlockingMask; } set { m_BlockingMask = value; } }
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private Canvas m_Canvas;
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protected GraphicRaycaster()
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{}
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private Canvas canvas
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{
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get
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{
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if (m_Canvas != null)
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return m_Canvas;
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m_Canvas = GetComponent<Canvas>();
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return m_Canvas;
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}
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}
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[NonSerialized] private List<Graphic> m_RaycastResults = new List<Graphic>();
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/// <summary>
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/// Perform the raycast against the list of graphics associated with the Canvas.
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/// </summary>
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/// <param name="eventData">Current event data</param>
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/// <param name="resultAppendList">List of hit objects to append new results to.</param>
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public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
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{
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if (canvas == null)
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return;
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var canvasGraphics = GraphicRegistry.GetRaycastableGraphicsForCanvas(canvas);
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if (canvasGraphics == null || canvasGraphics.Count == 0)
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return;
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int displayIndex;
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var currentEventCamera = eventCamera; // Property can call Camera.main, so cache the reference
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if (canvas.renderMode == RenderMode.ScreenSpaceOverlay || currentEventCamera == null)
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displayIndex = canvas.targetDisplay;
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else
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displayIndex = currentEventCamera.targetDisplay;
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var eventPosition = Display.RelativeMouseAt(eventData.position);
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if (eventPosition != Vector3.zero)
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{
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// We support multiple display and display identification based on event position.
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int eventDisplayIndex = (int)eventPosition.z;
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// Discard events that are not part of this display so the user does not interact with multiple displays at once.
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if (eventDisplayIndex != displayIndex)
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return;
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}
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else
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{
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// The multiple display system is not supported on all platforms, when it is not supported the returned position
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// will be all zeros so when the returned index is 0 we will default to the event data to be safe.
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eventPosition = eventData.position;
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#if UNITY_EDITOR
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if (Display.activeEditorGameViewTarget != displayIndex)
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return;
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eventPosition.z = Display.activeEditorGameViewTarget;
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#endif
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// We dont really know in which display the event occured. We will process the event assuming it occured in our display.
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}
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// Convert to view space
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Vector2 pos;
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if (currentEventCamera == null)
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{
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// Multiple display support only when not the main display. For display 0 the reported
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// resolution is always the desktops resolution since its part of the display API,
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// so we use the standard none multiple display method. (case 741751)
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float w = Screen.width;
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float h = Screen.height;
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if (displayIndex > 0 && displayIndex < Display.displays.Length)
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{
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w = Display.displays[displayIndex].systemWidth;
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h = Display.displays[displayIndex].systemHeight;
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}
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pos = new Vector2(eventPosition.x / w, eventPosition.y / h);
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}
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else
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pos = currentEventCamera.ScreenToViewportPoint(eventPosition);
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// If it's outside the camera's viewport, do nothing
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if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f)
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return;
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float hitDistance = float.MaxValue;
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Ray ray = new Ray();
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if (currentEventCamera != null)
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ray = currentEventCamera.ScreenPointToRay(eventPosition);
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if (canvas.renderMode != RenderMode.ScreenSpaceOverlay && blockingObjects != BlockingObjects.None)
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{
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float distanceToClipPlane = 100.0f;
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if (currentEventCamera != null)
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{
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float projectionDirection = ray.direction.z;
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distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection)
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? Mathf.Infinity
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: Mathf.Abs((currentEventCamera.farClipPlane - currentEventCamera.nearClipPlane) / projectionDirection);
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}
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#if PACKAGE_PHYSICS
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if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All)
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{
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if (ReflectionMethodsCache.Singleton.raycast3D != null)
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{
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var hits = ReflectionMethodsCache.Singleton.raycast3DAll(ray, distanceToClipPlane, (int)m_BlockingMask);
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if (hits.Length > 0)
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hitDistance = hits[0].distance;
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}
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}
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#endif
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#if PACKAGE_PHYSICS2D
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if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All)
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{
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if (ReflectionMethodsCache.Singleton.raycast2D != null)
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{
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var hits = ReflectionMethodsCache.Singleton.getRayIntersectionAll(ray, distanceToClipPlane, (int)m_BlockingMask);
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if (hits.Length > 0)
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hitDistance = hits[0].distance;
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}
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}
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#endif
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}
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m_RaycastResults.Clear();
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Raycast(canvas, currentEventCamera, eventPosition, canvasGraphics, m_RaycastResults);
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int totalCount = m_RaycastResults.Count;
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for (var index = 0; index < totalCount; index++)
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{
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var go = m_RaycastResults[index].gameObject;
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bool appendGraphic = true;
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if (ignoreReversedGraphics)
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{
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if (currentEventCamera == null)
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{
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// If we dont have a camera we know that we should always be facing forward
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var dir = go.transform.rotation * Vector3.forward;
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appendGraphic = Vector3.Dot(Vector3.forward, dir) > 0;
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}
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else
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{
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// If we have a camera compare the direction against the cameras forward.
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var cameraForward = currentEventCamera.transform.rotation * Vector3.forward * currentEventCamera.nearClipPlane;
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appendGraphic = Vector3.Dot(go.transform.position - currentEventCamera.transform.position - cameraForward, go.transform.forward) >= 0;
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}
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}
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if (appendGraphic)
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{
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float distance = 0;
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Transform trans = go.transform;
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Vector3 transForward = trans.forward;
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if (currentEventCamera == null || canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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distance = 0;
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else
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{
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// http://geomalgorithms.com/a06-_intersect-2.html
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distance = (Vector3.Dot(transForward, trans.position - ray.origin) / Vector3.Dot(transForward, ray.direction));
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// Check to see if the go is behind the camera.
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if (distance < 0)
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continue;
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}
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if (distance >= hitDistance)
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continue;
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var castResult = new RaycastResult
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{
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gameObject = go,
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module = this,
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distance = distance,
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screenPosition = eventPosition,
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displayIndex = displayIndex,
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index = resultAppendList.Count,
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depth = m_RaycastResults[index].depth,
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sortingLayer = canvas.sortingLayerID,
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sortingOrder = canvas.sortingOrder,
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worldPosition = ray.origin + ray.direction * distance,
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worldNormal = -transForward
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};
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resultAppendList.Add(castResult);
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}
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}
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}
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/// <summary>
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/// The camera that will generate rays for this raycaster.
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/// </summary>
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/// <returns>
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/// - Null if Camera mode is ScreenSpaceOverlay or ScreenSpaceCamera and has no camera.
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/// - canvas.worldCanvas if not null
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/// - Camera.main.
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/// </returns>
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public override Camera eventCamera
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{
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get
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{
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var canvas = this.canvas;
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var renderMode = canvas.renderMode;
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if (renderMode == RenderMode.ScreenSpaceOverlay
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|| (renderMode == RenderMode.ScreenSpaceCamera && canvas.worldCamera == null))
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return null;
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return canvas.worldCamera ?? Camera.main;
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}
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}
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/// <summary>
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/// Perform a raycast into the screen and collect all graphics underneath it.
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/// </summary>
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[NonSerialized] static readonly List<Graphic> s_SortedGraphics = new List<Graphic>();
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private static void Raycast(Canvas canvas, Camera eventCamera, Vector2 pointerPosition, IList<Graphic> foundGraphics, List<Graphic> results)
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{
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// Necessary for the event system
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int totalCount = foundGraphics.Count;
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for (int i = 0; i < totalCount; ++i)
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{
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Graphic graphic = foundGraphics[i];
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// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
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if (!graphic.raycastTarget || graphic.canvasRenderer.cull || graphic.depth == -1)
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continue;
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if (!RectTransformUtility.RectangleContainsScreenPoint(graphic.rectTransform, pointerPosition, eventCamera, graphic.raycastPadding))
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continue;
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if (eventCamera != null && eventCamera.WorldToScreenPoint(graphic.rectTransform.position).z > eventCamera.farClipPlane)
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continue;
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if (graphic.Raycast(pointerPosition, eventCamera))
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{
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s_SortedGraphics.Add(graphic);
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}
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}
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s_SortedGraphics.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
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totalCount = s_SortedGraphics.Count;
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for (int i = 0; i < totalCount; ++i)
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results.Add(s_SortedGraphics[i]);
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s_SortedGraphics.Clear();
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}
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}
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}
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