UnityGame/Library/PackageCache/com.unity.ugui/Runtime/UGUI/EventSystem/Raycasters/Physics2DRaycaster.cs
2024-10-27 10:53:47 +03:00

121 lines
4.5 KiB
C#

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