Esempio n. 1
0
    private void Update()
    {
        if (testMode == TestMode.CustomInput)
        {
#if UNITY_EDITOR_WIN || ((UNITY_STANDALONE_WIN || UNITY_WSA) && !UNITY_EDITOR)
            int state = 0;
            int key   = 0;

            if (InputTools.GetMouseState(ref state, ref key))
            {
                Vector2 position = new Vector2();
                Rect    target   = new Rect(0, 0, webView.GetActualWidth(), webView.GetActualHeight());
                position.x = Input.mousePosition.x * (target.width / Screen.width);
                position.y = (Screen.height - margine - Input.mousePosition.y) * (target.height / (Screen.height - margine));

                if (target.Contains(position))
                {
                    webView.InputEvent(state, key, (int)position.x, (int)position.y);
                }
            }
#else
            Debug.LogWarning("Texturing feature is only supported on Win32/WSA/Windows Editor.");
#endif
        }
    }
    private void Update()
    {
#if UNITY_EDITOR_WIN || ((UNITY_STANDALONE_WIN || UNITY_WSA) && !UNITY_EDITOR)
        int state = 0;
        int key   = 0;

        if (InputTools.GetMouseState(ref state, ref key))
        {
            RaycastHit hit;
            if (!Physics.Raycast(viewCamera.ScreenPointToRay(Input.mousePosition), out hit))
            {
                Debug.Log("There was an input outside the webview area.");
                return;
            }

            Renderer     renderer     = hit.transform.GetComponent <Renderer>();
            MeshCollider meshCollider = hit.collider as MeshCollider;

            if (renderer == null ||
                renderer.sharedMaterial == null ||
                renderer.sharedMaterial.mainTexture == null ||
                meshCollider == null)
            {
                Debug.LogWarning("There are no Renderer or Texture or MeshCollider.");
                return;
            }

            Texture2D texture = renderer.material.mainTexture as Texture2D;
            Vector2   pixelUV = hit.textureCoord;
            pixelUV.x *= texture.width;
            pixelUV.y *= texture.height;
            pixelUV.y  = texture.height - pixelUV.y;

            // NOTE: WSA does not support input processing YET.
            // To be honest, I couldn't find a way to programmatically pass the mouse event and keyboard input to the webview on WSA.
            // And I think there is a way to implement this obviously. Because I'm not used to developing Windows Store App.
            // So, I would be very happy if someone could tell me how.

            webView.InputEvent(state, key, (int)pixelUV.x, (int)pixelUV.y);
        }
#else
        Debug.LogWarning("Texturing feature is only supported on Win32/WSA/Windows Editor.");
#endif
    }