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); }
public void OnDragStarted(GameObject gameObject, RayEventData eventData) { var droppable = gameObject.GetComponent <IDroppable>(); if (droppable != null) { SetCurrentDropObject(eventData.rayOrigin, droppable.GetDropObject()); } }
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); }
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()); } } }
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; } }