Example #1
0
 private void RaycastAllTerrainObjects(Ray ray, List <GameObjectRayHit> terrainHits)
 {
     // Can we pick terrains?
     if (!IsObjectPickMaskFlagSet(MouseCursorObjectPickFlags.ObjectTerrain))
     {
         // We will use Unity's 'Physics' API for terrain picking because it is reasonable enough
         // to expect users to attach terrain colliders to their terrain objects.
         RaycastHit[] rayHits = Physics.RaycastAll(ray);
         if (rayHits.Length != 0)
         {
             // Identify all terrain colliders which were picked
             foreach (RaycastHit rayHit in rayHits)
             {
                 // Picked a terrain collider?
                 if (rayHit.collider.GetType() == typeof(TerrainCollider))
                 {
                     // Create a game object hit instance and add it to the list
                     var terrainRayHit    = new TerrainRayHit(ray, rayHit);
                     var gameObjectRayHit = new GameObjectRayHit(ray, rayHit.collider.gameObject, null, null, terrainRayHit, null);
                     terrainHits.Add(gameObjectRayHit);
                 }
             }
         }
     }
 }
Example #2
0
        public GameObjectRayHit RaycastAllTerainsClosest(Ray ray)
        {
            var terrainHits = new List <GameObjectRayHit>();

            RaycastHit[] rayHits = Physics.RaycastAll(ray);
            if (rayHits.Length != 0)
            {
                foreach (RaycastHit rayHit in rayHits)
                {
                    if (rayHit.collider.GetType() == typeof(TerrainCollider))
                    {
                        var terrainRayHit    = new TerrainRayHit(ray, rayHit);
                        var gameObjectRayHit = new GameObjectRayHit(ray, rayHit.collider.gameObject, null, null, terrainRayHit, null);
                        terrainHits.Add(gameObjectRayHit);
                    }
                }
            }

            if (terrainHits.Count == 0)
            {
                return(null);
            }

            terrainHits.Sort(delegate(GameObjectRayHit h0, GameObjectRayHit h1)
            {
                return(h0.HitEnter.CompareTo(h1.HitEnter));
            });
            return(terrainHits[0]);
        }
Example #3
0
        public GameObjectRayHit(Ray ray, GameObject hitObject, OrientedBoxRayHit objectBoxHit, MeshRayHit objectMeshHit, TerrainRayHit objectTerrainHit, SpriteRayHit objectSpriteHit)
        {
            _ray       = ray;
            _hitObject = hitObject;

            // Only one kind of entity can be registered as a hit, so we will take the first
            // non-null hit instance using the following priority: terrain, mesh, sprite, box.
            if (objectTerrainHit != null)
            {
                _objectTerrainHit = objectTerrainHit;
                _objectBoxHit     = null;
                _objectMeshHit    = null;
                _objectSpriteHit  = null;
            }
            else
            if (objectMeshHit != null)
            {
                _objectTerrainHit = null;
                _objectBoxHit     = null;
                _objectMeshHit    = objectMeshHit;
                _objectSpriteHit  = null;
            }
            else
            if (objectSpriteHit != null)
            {
                _objectTerrainHit = null;
                _objectBoxHit     = null;
                _objectMeshHit    = null;
                _objectSpriteHit  = objectSpriteHit;
            }
            if (objectBoxHit != null)
            {
                _objectTerrainHit = null;
                _objectBoxHit     = objectBoxHit;
                _objectMeshHit    = null;
                _objectSpriteHit  = null;
            }
        }