//-------------------------------------------------------------------------------------------------------------------------- // 全局射线检测 protected List <txUIObject> globalRaycast(Vector3 mousePos) { Ray ray = UnityUtility.getRay(mousePos); List <txUIObject> raycastRet = UnityUtility.raycast(ray, mButtonOrderList); return(raycastRet); }
//-------------------------------------------------------------------------------------------------------------------------- // 全局射线检测 protected List <BoxCollider> globalRaycast(Vector3 mousePos) { Ray ray = UnityUtility.getRay(Input.mousePosition); List <BoxCollider> raycastRet = UnityUtility.raycast(ray, mBoxColliderList); return(raycastRet); }
protected override bool mouseHovered(Vector3 mousePosition) { // 使用当前鼠标位置判断是否悬停,暂时忽略被其他窗口覆盖的情况 RaycastHit hit; return((mComponentOwner as txUIObject).getBoxCollider().Raycast(UnityUtility.getRay(mousePosition), out hit, 10000.0f)); }
protected override bool mouseHovered(Vector3 mousePosition) { // 使用当前鼠标位置判断是否悬停,暂时忽略被其他窗口覆盖的情况 RaycastHit hit; BoxCollider collider = (mComponentOwner as txUIObject).getBoxCollider(); if (collider == null) { logError("not find collider, can not drag!"); return(false); } return(collider.Raycast(UnityUtility.getRay(mousePosition), out hit, 10000.0f)); }