forked from BilalY/Rasagar
121 lines
4.5 KiB
C#
121 lines
4.5 KiB
C#
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine.Rendering;
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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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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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protected Physics2DRaycaster()
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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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int hitCount = 0;
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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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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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hitCount = ReflectionMethodsCache.Singleton.getRayIntersectionAllNonAlloc(ray, m_Hits, distanceToClipPlane, finalEventMask);
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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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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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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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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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