static bool ShouldActivateInput(RayEventData eventData, GameObject currentObject, out bool hasScrollHandler)
        {
            hasScrollHandler = false;

            var selectionFlags = currentObject.GetComponent <ISelectionFlags>();

            if (selectionFlags != null && selectionFlags.selectionFlags == SelectionFlags.Direct && !U.UI.IsDirectEvent(eventData))
            {
                return(false);
            }

            hasScrollHandler = ExecuteEvents.GetEventHandler <IScrollHandler>(currentObject);

            return(ExecuteEvents.GetEventHandler <IPointerClickHandler>(currentObject) ||
                   ExecuteEvents.GetEventHandler <IPointerDownHandler>(currentObject) ||
                   ExecuteEvents.GetEventHandler <IPointerUpHandler>(currentObject)

                   || ExecuteEvents.GetEventHandler <IDragHandler>(currentObject) ||
                   ExecuteEvents.GetEventHandler <IBeginDragHandler>(currentObject) ||
                   ExecuteEvents.GetEventHandler <IEndDragHandler>(currentObject)

                   || ExecuteEvents.GetEventHandler <IRayDragHandler>(currentObject) ||
                   ExecuteEvents.GetEventHandler <IRayBeginDragHandler>(currentObject) ||
                   ExecuteEvents.GetEventHandler <IRayEndDragHandler>(currentObject)

                   || hasScrollHandler);
        }
Ejemplo n.º 2
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        public void OnDragStarted(GameObject gameObject, RayEventData eventData)
        {
            var droppable = gameObject.GetComponent <IDroppable>();

            if (droppable != null)
            {
                SetCurrentDropObject(eventData.rayOrigin, droppable.GetDropObject());
            }
        }
Ejemplo n.º 3
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        public void OnRayEntered(GameObject gameObject, RayEventData eventData)
        {
            var dropReceiver = gameObject.GetComponent <IDropReceiver>();

            if (dropReceiver != null)
            {
                if (dropReceiver.CanDrop(GetCurrentDropObject(eventData.rayOrigin)))
                {
                    dropReceiver.OnDropHoverStarted();
                    m_HoverObjects[eventData.rayOrigin] = gameObject;
                    SetCurrentDropReceiver(eventData.rayOrigin, dropReceiver);
                }
            }
        }
        RayEventData GetTempEventDataClone(RayEventData eventData)
        {
            var clone = m_TempRayEvent;

            clone.rayOrigin = eventData.rayOrigin;
            clone.node      = eventData.node;
            clone.hovered.Clear();
            clone.hovered.AddRange(eventData.hovered);
            clone.pointerEnter          = eventData.pointerEnter;
            clone.pointerCurrentRaycast = eventData.pointerCurrentRaycast;
            clone.pointerLength         = eventData.pointerLength;

            return(clone);
        }
Ejemplo n.º 5
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        public void OnDragEnded(GameObject gameObject, RayEventData eventData)
        {
            var droppable = gameObject.GetComponent <IDroppable>();

            if (droppable != null)
            {
                var rayOrigin = eventData.rayOrigin;
                SetCurrentDropObject(rayOrigin, null);

                var dropReceiver = GetCurrentDropReceiver(rayOrigin);
                var dropObject   = droppable.GetDropObject();
                if (dropReceiver != null && dropReceiver.CanDrop(dropObject))
                {
                    dropReceiver.ReceiveDrop(droppable.GetDropObject());
                }
            }
        }
Ejemplo n.º 6
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        public void OnRayExited(GameObject gameObject, RayEventData eventData)
        {
            if (!gameObject)
            {
                return;
            }

            var dropReceiver = gameObject.GetComponent <IDropReceiver>();

            if (dropReceiver != null)
            {
                if (m_HoverObjects.Remove(eventData.rayOrigin))
                {
                    dropReceiver.OnDropHoverEnded();
                    SetCurrentDropReceiver(eventData.rayOrigin, null);
                }
            }
        }
        private GameObject GetRayIntersection(RaycastSource source)
        {
            GameObject hit = null;

            // Move camera to position and rotation for the ray origin
            m_EventCamera.transform.position = source.rayOrigin.position;
            m_EventCamera.transform.rotation = source.rayOrigin.rotation;

            RayEventData eventData = source.eventData;

            eventData.Reset();
            eventData.delta       = Vector2.zero;
            eventData.position    = m_EventCamera.pixelRect.center;
            eventData.scrollDelta = Vector2.zero;

            eventSystem.RaycastAll(eventData, m_RaycastResultCache);
            eventData.pointerCurrentRaycast = FindFirstRaycast(m_RaycastResultCache);
            hit = eventData.pointerCurrentRaycast.gameObject;

            m_RaycastResultCache.Clear();
            return(hit);
        }
 protected override void Awake()
 {
     base.Awake();
     s_LayerMask    = LayerMask.GetMask("UI");
     m_TempRayEvent = new RayEventData(eventSystem);
 }
        protected void HandlePointerExitAndEnter(RayEventData eventData, GameObject newEnterTarget)
        {
            // Cache properties before executing base method, so we can complete additional ray events later
            var cachedEventData = GetTempEventDataClone(eventData);

            // This will modify the event data (new target will be set)
            base.HandlePointerExitAndEnter(eventData, newEnterTarget);

            if (newEnterTarget == null || cachedEventData.pointerEnter == null)
            {
                for (var i = 0; i < cachedEventData.hovered.Count; ++i)
                {
                    ExecuteEvents.Execute(cachedEventData.hovered[i], eventData, ExecuteRayEvents.rayExitHandler);
                    rayExited(cachedEventData.hovered[i], eventData);
                }

                if (newEnterTarget == null)
                {
                    return;
                }
            }

            Transform t = null;

            // if we have not changed hover target
            if (cachedEventData.pointerEnter == newEnterTarget && newEnterTarget)
            {
                t = newEnterTarget.transform;
                while (t != null)
                {
                    ExecuteEvents.Execute(t.gameObject, cachedEventData, ExecuteRayEvents.rayHoverHandler);
                    t = t.parent;
                }
                return;
            }

            GameObject commonRoot = FindCommonRoot(cachedEventData.pointerEnter, newEnterTarget);

            // and we already an entered object from last time
            if (cachedEventData.pointerEnter != null)
            {
                // send exit handler call to all elements in the chain
                // until we reach the new target, or null!
                t = cachedEventData.pointerEnter.transform;

                while (t != null)
                {
                    // if we reach the common root break out!
                    if (commonRoot != null && commonRoot.transform == t)
                    {
                        break;
                    }

                    ExecuteEvents.Execute(t.gameObject, cachedEventData, ExecuteRayEvents.rayExitHandler);
                    rayExited(t.gameObject, cachedEventData);

                    t = t.parent;
                }
            }

            // now issue the enter call up to but not including the common root
            cachedEventData.pointerEnter = newEnterTarget;
            t = newEnterTarget.transform;
            while (t != null && t.gameObject != commonRoot)
            {
                ExecuteEvents.Execute(t.gameObject, cachedEventData, ExecuteRayEvents.rayEnterHandler);
                rayEntered(t.gameObject, cachedEventData);

                t = t.parent;
            }
        }