Exemple #1
0
 // Convenience function -- change the selection to the specified object if it's not null and happens to be active.
 void Navigate(AxisEventData eventData, UserSelectable sel)
 {
     if (sel != null && sel.IsActive())
     {
         eventData.selectedObject = sel.gameObject;
     }
 }
Exemple #2
0
        // Selection logic

        // Find the next UserSelectable object in the specified world-space direction.
        public UserSelectable FindUserSelectable(Vector3 dir)
        {
            dir = dir.normalized;
            Vector3        localDir = Quaternion.Inverse(transform.rotation) * dir;
            Vector3        pos      = transform.TransformPoint(GetPointOnRectEdge(transform as RectTransform, localDir));
            float          maxScore = Mathf.NegativeInfinity;
            UserSelectable bestPick = null;

            for (int i = 0; i < s_List.Count; ++i)
            {
                UserSelectable sel = s_List[i];

                if (sel == this || sel == null)
                {
                    continue;
                }

                if (!sel.IsInteractable() || sel.UserNavigation.mode == UserNavigation.Mode.None)
                {
                    continue;
                }

                var     selRect   = sel.transform as RectTransform;
                Vector3 selCenter = selRect != null ? (Vector3)selRect.rect.center : Vector3.zero;
                Vector3 myVector  = sel.transform.TransformPoint(selCenter) - pos;

                // Value that is the distance out along the direction.
                float dot = Vector3.Dot(dir, myVector);

                // Skip elements that are in the wrong direction or which have zero distance.
                // This also ensures that the scoring formula below will not have a division by zero error.
                if (dot <= 0)
                {
                    continue;
                }

                // This scoring function has two priorities:
                // - Score higher for positions that are closer.
                // - Score higher for positions that are located in the right direction.
                // This scoring function combines both of these criteria.
                // It can be seen as this:
                //   Dot (dir, myVector.normalized) / myVector.magnitude
                // The first part equals 1 if the direction of myVector is the same as dir, and 0 if it's orthogonal.
                // The second part scores lower the greater the distance is by dividing by the distance.
                // The formula below is equivalent but more optimized.
                //
                // If a given score is chosen, the positions that evaluate to that score will form a circle
                // that touches pos and whose center is located along dir. A way to visualize the resulting functionality is this:
                // From the position pos, blow up a circular balloon so it grows in the direction of dir.
                // The first UserSelectable whose center the circular balloon touches is the one that's chosen.
                float score = dot / myVector.sqrMagnitude;

                if (score > maxScore)
                {
                    maxScore = score;
                    bestPick = sel;
                }
            }
            return(bestPick);
        }