Beispiel #1
0
    private void GetObjectUnderCursor2D <T>(List <Intersection> intersections, Func <T, bool> condition, int layer_mask) where T : MonoBehaviour
    {
        Camera  main      = Camera.main;
        Vector3 mousePos  = KInputManager.GetMousePos();
        float   x         = mousePos.x;
        Vector3 mousePos2 = KInputManager.GetMousePos();
        float   y         = mousePos2.y;
        Vector3 position  = main.transform.GetPosition();
        Vector3 position2 = new Vector3(x, y, 0f - position.z);
        Vector3 pos       = main.ScreenToWorldPoint(position2);
        Vector2 pos2      = new Vector2(pos.x, pos.y);

        if ((UnityEngine.Object)hoverOverride != (UnityEngine.Object)null)
        {
            intersections.Add(new Intersection
            {
                component = hoverOverride,
                distance  = -100f
            });
        }
        int cell = Grid.PosToCell(pos);

        if (Grid.IsValidCell(cell) && Grid.IsVisible(cell))
        {
            Game.Instance.statusItemRenderer.GetIntersections(pos2, intersections);
            ListPool <ScenePartitionerEntry, SelectTool> .PooledList pooledList = ListPool <ScenePartitionerEntry, SelectTool> .Allocate();

            int x2 = 0;
            int y2 = 0;
            Grid.CellToXY(cell, out x2, out y2);
            GameScenePartitioner.Instance.GatherEntries(x2, y2, 1, 1, GameScenePartitioner.Instance.collisionLayer, pooledList);
            foreach (ScenePartitionerEntry item in (List <ScenePartitionerEntry>)pooledList)
            {
                KCollider2D kCollider2D = item.obj as KCollider2D;
                if (!((UnityEngine.Object)kCollider2D == (UnityEngine.Object)null) && kCollider2D.Intersects(new Vector2(pos.x, pos.y)))
                {
                    T val = kCollider2D.GetComponent <T>();
                    if ((UnityEngine.Object)val == (UnityEngine.Object)null)
                    {
                        val = kCollider2D.GetComponentInParent <T>();
                    }
                    if (!((UnityEngine.Object)val == (UnityEngine.Object)null) && ((1 << val.gameObject.layer) & layer_mask) != 0 && !((UnityEngine.Object)val == (UnityEngine.Object)null) && (condition == null || condition(val)))
                    {
                        Vector3 position3 = val.transform.GetPosition();
                        float   num       = position3.z - pos.z;
                        bool    flag      = false;
                        for (int i = 0; i < intersections.Count; i++)
                        {
                            Intersection value = intersections[i];
                            if ((UnityEngine.Object)value.component.gameObject == (UnityEngine.Object)val.gameObject)
                            {
                                value.distance   = Mathf.Min(value.distance, num);
                                intersections[i] = value;
                                flag             = true;
                                break;
                            }
                        }
                        if (!flag)
                        {
                            intersections.Add(new Intersection
                            {
                                component = val,
                                distance  = num
                            });
                        }
                    }
                }
            }
            pooledList.Recycle();
        }
    }
Beispiel #2
0
    public void GetSelectablesUnderCursor(List <KSelectable> hits)
    {
        if ((UnityEngine.Object)hoverOverride != (UnityEngine.Object)null)
        {
            hits.Add(hoverOverride);
        }
        Camera  main      = Camera.main;
        Vector3 mousePos  = KInputManager.GetMousePos();
        float   x2        = mousePos.x;
        Vector3 mousePos2 = KInputManager.GetMousePos();
        float   y2        = mousePos2.y;
        Vector3 position  = main.transform.GetPosition();
        Vector3 position2 = new Vector3(x2, y2, 0f - position.z);
        Vector3 pos       = main.ScreenToWorldPoint(position2);
        Vector2 pos2      = new Vector2(pos.x, pos.y);
        int     cell      = Grid.PosToCell(pos);

        if (Grid.IsValidCell(cell) && Grid.IsVisible(cell))
        {
            Game.Instance.statusItemRenderer.GetIntersections(pos2, hits);
            ListPool <ScenePartitionerEntry, SelectTool> .PooledList pooledList = ListPool <ScenePartitionerEntry, SelectTool> .Allocate();

            GameScenePartitioner.Instance.GatherEntries((int)pos2.x, (int)pos2.y, 1, 1, GameScenePartitioner.Instance.collisionLayer, pooledList);
            pooledList.Sort((ScenePartitionerEntry x, ScenePartitionerEntry y) => SortHoverCards(x, y));
            foreach (ScenePartitionerEntry item in pooledList)
            {
                KCollider2D kCollider2D = item.obj as KCollider2D;
                if (!((UnityEngine.Object)kCollider2D == (UnityEngine.Object)null) && kCollider2D.Intersects(new Vector2(pos2.x, pos2.y)))
                {
                    KSelectable kSelectable = kCollider2D.GetComponent <KSelectable>();
                    if ((UnityEngine.Object)kSelectable == (UnityEngine.Object)null)
                    {
                        kSelectable = kCollider2D.GetComponentInParent <KSelectable>();
                    }
                    if (!((UnityEngine.Object)kSelectable == (UnityEngine.Object)null) && kSelectable.isActiveAndEnabled && !hits.Contains(kSelectable) && kSelectable.IsSelectable)
                    {
                        hits.Add(kSelectable);
                    }
                }
            }
            pooledList.Recycle();
        }
    }