121 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections.Generic;
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| using UnityEngine.UI;
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| using UnityEngine.Rendering;
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| 
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| #if PACKAGE_TILEMAP
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| using UnityEngine.Tilemaps;
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| #endif
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| using UnityEngine.U2D;
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| 
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| namespace UnityEngine.EventSystems
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| {
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|     /// <summary>
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|     /// Simple event system using physics raycasts.
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|     /// </summary>
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|     [AddComponentMenu("Event/Physics 2D Raycaster")]
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|     [RequireComponent(typeof(Camera))]
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|     /// <summary>
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|     /// Raycaster for casting against 2D Physics components.
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|     /// </summary>
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|     public class Physics2DRaycaster : PhysicsRaycaster
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|     {
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| #if PACKAGE_PHYSICS2D
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|         RaycastHit2D[] m_Hits;
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| #endif
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| 
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|         protected Physics2DRaycaster()
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|         {}
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| 
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|         /// <summary>
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|         /// Raycast against 2D elements in the scene.
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|         /// </summary>
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|         public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
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|         {
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| #if PACKAGE_PHYSICS2D
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|             Ray ray = new Ray();
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|             float distanceToClipPlane = 0;
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|             int displayIndex = 0;
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|             if (!ComputeRayAndDistance(eventData, ref ray, ref displayIndex, ref distanceToClipPlane))
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|                 return;
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| 
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|             int hitCount = 0;
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| 
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|             if (maxRayIntersections == 0)
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|             {
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|                 if (ReflectionMethodsCache.Singleton.getRayIntersectionAll == null)
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|                     return;
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|                 m_Hits = ReflectionMethodsCache.Singleton.getRayIntersectionAll(ray, distanceToClipPlane, finalEventMask);
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|                 hitCount = m_Hits.Length;
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|             }
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|             else
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|             {
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|                 if (ReflectionMethodsCache.Singleton.getRayIntersectionAllNonAlloc == null)
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|                     return;
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| 
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|                 if (m_LastMaxRayIntersections != m_MaxRayIntersections)
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|                 {
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|                     m_Hits = new RaycastHit2D[maxRayIntersections];
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|                     m_LastMaxRayIntersections = m_MaxRayIntersections;
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|                 }
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| 
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|                 hitCount = ReflectionMethodsCache.Singleton.getRayIntersectionAllNonAlloc(ray, m_Hits, distanceToClipPlane, finalEventMask);
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|             }
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| 
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|             if (hitCount != 0)
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|             {
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|                 for (int b = 0, bmax = hitCount; b < bmax; ++b)
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|                 {
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|                     Renderer r2d = null;
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|                     // Case 1198442: Check for 2D renderers when filling in RaycastResults
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|                     var rendererResult = m_Hits[b].collider.gameObject.GetComponent<Renderer>();
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|                     if (rendererResult != null)
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|                     {
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|                         if (rendererResult is SpriteRenderer)
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|                         {
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|                             r2d = rendererResult;
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|                         }
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| #if PACKAGE_TILEMAP
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|                         if (rendererResult is TilemapRenderer)
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|                         {
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|                             r2d = rendererResult;
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|                         }
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| #endif
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|                         if (rendererResult is SpriteShapeRenderer)
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|                         {
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|                             r2d = rendererResult;
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|                         }
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|                     }
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| 
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|                     var result = new RaycastResult
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|                     {
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|                         gameObject = m_Hits[b].collider.gameObject,
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|                         module = this,
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|                         distance = m_Hits[b].distance,
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|                         worldPosition = m_Hits[b].point,
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|                         worldNormal = m_Hits[b].normal,
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|                         screenPosition = eventData.position,
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|                         displayIndex = displayIndex,
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|                         index = resultAppendList.Count,
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|                         sortingGroupID = r2d != null ? r2d.sortingGroupID : SortingGroup.invalidSortingGroupID,
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|                         sortingGroupOrder = r2d != null ? r2d.sortingGroupOrder : 0,
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|                         sortingLayer = r2d != null ? r2d.sortingLayerID : 0,
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|                         sortingOrder = r2d != null ? r2d.sortingOrder : 0
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|                     };
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| 
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|                     if (result.sortingGroupID != SortingGroup.invalidSortingGroupID &&
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|                         SortingGroup.GetSortingGroupByIndex(r2d.sortingGroupID) is SortingGroup sortingGroup)
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|                     {
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|                         // Calculate how far along the ray the sorting group is.
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|                         result.distance = Vector3.Dot(ray.direction, sortingGroup.transform.position - ray.origin);
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|                         result.sortingLayer = sortingGroup.sortingLayerID;
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|                         result.sortingOrder = sortingGroup.sortingOrder;
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|                     }
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| 
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|                     resultAppendList.Add(result);
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|                 }
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|             }
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| #endif
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|         }
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|     }
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| }
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