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namespace UnityEngine.EventSystems
{
// UGUIÉäÏß¼ì²â½á¹û
public struct RaycastResult
{
private GameObject m_GameObject; // Game object hit by the raycast
public GameObject gameObject
{
get { return m_GameObject; }
set { m_GameObject = value; }
}
public BaseRaycaster module; // Event system that hit this object
public float distance; // The distance from the origin this hit was.
public float index; // The index this element is in the raycastList (used for sorting)
public int depth;
public int sortingLayer;
public int sortingOrder;
// World-space position where a ray cast into the screen hits something
public Vector3 worldPosition;
// World-space normal where a ray cast into the screen hits something
public Vector3 worldNormal;
public Vector2 screenPosition;
public bool isValid
{
get { return module != null && gameObject != null; }
}
public void Clear()
{
gameObject = null;
module = null;
distance = 0;
index = 0;
depth = 0;
sortingLayer = 0;
sortingOrder = 0;
worldNormal = Vector3.up;
worldPosition = Vector3.zero;
screenPosition = Vector2.zero;
}
public override string ToString()
{
if (!isValid)
return "";
return "Name: " + gameObject + "\n" +
"module: " + module + "\n" +
"distance: " + distance + "\n" +
"index: " + index + "\n" +
"depth: " + depth + "\n" +
"worldNormal: " + worldNormal + "\n" +
"worldPosition: " + worldPosition + "\n" +
"screenPosition: " + screenPosition + "\n" +
"module.sortOrderPriority: " + module.sortOrderPriority + "\n" +
"module.renderOrderPriority: " + module.renderOrderPriority + "\n" +
"sortingLayer: " + sortingLayer + "\n" +
"sortingOrder: " + sortingOrder;
}
}
}
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