private RayEventData CloneEventData(RayEventData eventData) { RayEventData clone = new RayEventData(base.eventSystem); clone.rayOrigin = eventData.rayOrigin; clone.node = eventData.node; clone.hovered = new List <GameObject>(eventData.hovered); clone.pointerEnter = eventData.pointerEnter; clone.pointerCurrentRaycast = eventData.pointerCurrentRaycast; clone.pointerLength = eventData.pointerLength; return(clone); }
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; List <RaycastResult> results = new List <RaycastResult>(); eventSystem.RaycastAll(eventData, results); eventData.pointerCurrentRaycast = FindFirstRaycast(results); hit = eventData.pointerCurrentRaycast.gameObject; m_RaycastResultCache.Clear(); return(hit); }
protected void HandlePointerExitAndEnter(RayEventData eventData, GameObject newEnterTarget) { // Cache properties before executing base method, so we can complete additional ray events later var cachedEventData = CloneEventData(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); } 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); 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); t = t.parent; } }