Beispiel #1
0
    private Renderer IsHit(Transform _transform)
    {
        TilemapRenderer tilemapRenderer = _transform.GetComponent <TilemapRenderer>();

        if (tilemapRenderer)
        {
            return(tilemapRenderer);
        }

        return(MouseUtils.IsPixelHit(_transform));
    }
Beispiel #2
0
    /// <summary>
    /// Gets the renderers under the mouse, ordered so that highest item comes first
    /// </summary>
    /// <param name="layerMask">layers to check for hits in</param>
    /// <param name="gameObjectFilter"> optional filter to apply to each game object before sorting, the final list will only
    /// include spriterenderers whose game objects match the condition</param>
    /// <returns>the ordered sprite renderers that were under the mouse, top first</returns>
    public static IOrderedEnumerable <SpriteRenderer> GetOrderedObjectsUnderMouse(LayerMask layerMask, Func <GameObject, bool> gameObjectFilter = null)
    {
        var result = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(CommonInput.mousePosition), Vector2.zero, 10f,
                                          layerMask)
                     //get the hit game object
                     .Select(hit => hit.collider.transform.gameObject);

        if (gameObjectFilter != null)
        {
            //apply the GO filter
            result = result.Where(gameObjectFilter);
        }


        return(result
               //check for a pixel hit
               .Select(go => MouseUtils.IsPixelHit(go.transform))
               .Where(r => r != null)
               //order by sort layer
               .OrderByDescending(r => SortingLayer.GetLayerValueFromID(r.sortingLayerID))
               //then by sort order
               .ThenByDescending(renderer => renderer.sortingOrder));
    }