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path: root/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/Raycasters/Physics2DRaycaster.cs
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using System.Collections.Generic;
using UnityEngine.UI;

namespace UnityEngine.EventSystems
{
    /// <summary>
    /// Simple event system using physics raycasts.
    /// </summary>
    [AddComponentMenu("Event/Physics 2D Raycaster")]
    [RequireComponent(typeof(Camera))]
    public class Physics2DRaycaster : PhysicsRaycaster
    {
        protected Physics2DRaycaster()
        {}

        // ·ΆΙδΟί
        public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
        {
            if (eventCamera == null)
                return;

            Ray ray;
            float distanceToClipPlane;
            ComputeRayAndDistance(eventData, out ray, out distanceToClipPlane);

            if (ReflectionMethodsCache.Singleton.getRayIntersectionAll == null)
                return;

            var hits = ReflectionMethodsCache.Singleton.getRayIntersectionAll(ray, distanceToClipPlane, finalEventMask);

            if (hits.Length != 0)
            {
                for (int b = 0, bmax = hits.Length; b < bmax; ++b)
                {
                    var sr = hits[b].collider.gameObject.GetComponent<SpriteRenderer>();

                    var result = new RaycastResult
                    {
                        gameObject = hits[b].collider.gameObject,
                        module = this,
                        distance = Vector3.Distance(eventCamera.transform.position, hits[b].point),
                        worldPosition = hits[b].point,
                        worldNormal = hits[b].normal,
                        screenPosition = eventData.position,
                        index = resultAppendList.Count,
                        sortingLayer =  sr != null ? sr.sortingLayerID : 0,
                        sortingOrder = sr != null ? sr.sortingOrder : 0
                    };
                    resultAppendList.Add(result);
                }
            }
        }
    }
}