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