Пример #1
0
        /// <summary>
        /// 是否存在区域内
        /// </summary>
        /// <param name="screenPoint">屏幕坐标</param>
        /// <param name="size">大小</param>
        /// <param name="handIndex">手势</param>
        /// <returns></returns>
        public static bool IsAreaContains(Vector2 screenPoint, Vector2 size, int handIndex)
        {
            //if (!KinectTransfer.IsHandActive(handIndex)) return false;

            //获取到此时手的屏幕坐标屏幕坐标
            Vector3 screenHandPoint = MOperateManager.GetHandScreenPoint(handIndex);

            //根据自身此时的屏幕坐标,去算区域

            return(ScreenPointContains(screenPoint, size, screenHandPoint));
        }
Пример #2
0
        /// <summary>
        /// 是否存在区域内
        /// </summary>
        /// <param name="transform">指定物体</param>
        /// <param name="handIndex"></param>
        /// <returns></returns>
        public static bool IsAreaContains(Transform transform, int handIndex)
        {
            //if (!KinectTransfer.IsHandActive(handIndex)) return false;

            try
            {
                //获取到此时手的屏幕坐标屏幕坐标
                Vector3 screenHandPoint = MOperateManager.GetHandScreenPoint(handIndex);

                Vector3 screenPoint = MUtility.UIWorldToScreenPoint(transform.position);

                //根据自身此时的屏幕坐标,去算区域

                RectTransform rectTransform = transform.GetComponent <RectTransform>();

                return(ScreenPointContains(screenPoint, rectTransform.sizeDelta, screenHandPoint));
            }
            catch (Exception)
            {
                return(false);
                //throw new Exception("手势可能没激活,如果是在编辑器上遇到此问题,不用理会");
            }
        }
Пример #3
0
        public bool OnUIRay(Ray ray)
        {
            if (!IsEnable)
            {
                return(false);
            }

            RaycastHit hit;

            //持续按下
            if (IsButtonPress && currentButton != null)
            {
                currentButton.OnDownStay(InputHand.HandIndex);
            }

            if (Physics.Raycast(ray, out hit, 10000, 1 << MOperateManager.layerUI))
            {
                if (uiObject == null)
                {
                    uiObject = hit.collider.gameObject;
                    EventHandUIRayEnter.SendListener(uiObject, InputHand.HandIndex);
                }
                else if (uiObject != hit.collider.gameObject)
                {
                    EventHandUIRayExit.SendListener(uiObject, InputHand.HandIndex);

                    uiObject = hit.collider.gameObject;
                    EventHandUIRayEnter.SendListener(uiObject, InputHand.HandIndex);
                }
                else
                {
                }

                if (hit.collider.gameObject.CompareTag("button"))
                {
                    //照射到的物体
                    rayObject = hit.collider.gameObject;

                    if (IsButtonPress || MOperateManager.GetHandStatus(InputHand.HandIndex) != Core.MInputHandStatus.Idle)
                    {
                        return(true);
                    }

                    SetButton(rayObject);
                }
                else
                {
                    //如果没有照射到button,表示没有在UI上了。
                    rayObject = null;
                    if (IsButtonPress)
                    {
                        return(true);
                    }

                    SetButton(null);
                }

                return(true);
            }
            else
            {
                if (uiObject != null)
                {
                    EventHandUIRayExit.SendListener(uiObject, InputHand.HandIndex);

                    uiObject = null;
                }

                rayObject = null;
                if (IsButtonPress)
                {
                    return(true);
                }
                SetButton(null);

                return(false);
            }
        }