private void ResolveGenericRaycastHandlers(IRaycastPointerHandler raycastHandlerTarget) { if (Utils.LockedThisFrame()) { return; } var mouseIsDown = Input.GetMouseButtonDown(0); var mouseIsUp = Input.GetMouseButtonUp(0); if (raycastHandlerTarget is IRaycastPointerDownHandler down) { if (mouseIsDown) { down.OnPointerDown(); } } if (raycastHandlerTarget is IRaycastPointerUpHandler up) { if (mouseIsUp) { up.OnPointerUp(); } } if (raycastHandlerTarget is IRaycastPointerClickHandler click) { if (mouseIsDown) { clickHandler = click; } if (mouseIsUp) { if (clickHandler == click) { click.OnPointerClick(); } clickHandler = null; } } }
void Update() { if (!CommonScriptableObjects.rendererState.Get() || charCamera == null) { return; } // We use Physics.Raycast() instead of our raycastHandler.Raycast() as that one is slower, sometimes 2x, because it fetches info we don't need here if (!Physics.Raycast(GetRayFromCamera(), out hitInfo, Mathf.Infinity, PhysicsLayers.physicsCastLayerMaskWithoutCharacter)) { clickHandler = null; UnhoverLastHoveredObject(); return; } var raycastHandlerTarget = hitInfo.collider.GetComponent <IRaycastPointerHandler>(); if (raycastHandlerTarget != null) { ResolveGenericRaycastHandlers(raycastHandlerTarget); UnhoverLastHoveredObject(); return; } if (CollidersManager.i.GetColliderInfo(hitInfo.collider, out ColliderInfo info)) { newHoveredEvent = info.entity.gameObject.GetComponentInChildren <OnPointerEvent>(); } else { newHoveredEvent = hitInfo.collider.GetComponentInChildren <OnPointerEvent>(); } clickHandler = null; if (!EventObjectCanBeHovered(newHoveredEvent, info)) { UnhoverLastHoveredObject(); return; } newHoveredObject = newHoveredEvent.gameObject; if (newHoveredObject != lastHoveredObject) { UnhoverLastHoveredObject(); lastHoveredObject = newHoveredObject; lastHoveredEventList = newHoveredObject.GetComponents <OnPointerEvent>(); OnPointerHoverStarts?.Invoke(); } // OnPointerDown/OnClick and OnPointerUp should display their hover feedback at different moments if (lastHoveredEventList != null && lastHoveredEventList.Length > 0) { for (int i = 0; i < lastHoveredEventList.Length; i++) { OnPointerEvent e = lastHoveredEventList[i]; bool eventButtonIsPressed = InputController_Legacy.i.IsPressed(e.GetActionButton()); if (e is OnPointerUp && eventButtonIsPressed) { e.SetHoverState(true); } else if ((e is OnPointerDown || e is OnClick) && !eventButtonIsPressed) { e.SetHoverState(true); } else { e.SetHoverState(false); } } } newHoveredObject = null; newHoveredEvent = null; }
public void Update() { if (!CommonScriptableObjects.rendererState.Get() || charCamera == null) { return; } IWorldState worldState = Environment.i.world.state; // We use Physics.Raycast() instead of our raycastHandler.Raycast() as that one is slower, sometimes 2x, because it fetches info we don't need here bool didHit = Physics.Raycast(GetRayFromCamera(), out hitInfo, Mathf.Infinity, PhysicsLayers.physicsCastLayerMaskWithoutCharacter); bool uiIsBlocking = false; string currentSceneId = worldState.currentSceneId; bool validCurrentSceneId = !string.IsNullOrEmpty(currentSceneId); bool validCurrentScene = validCurrentSceneId && worldState.loadedScenes.ContainsKey(currentSceneId); // NOTE: in case of a single scene loaded (preview or builder) sceneId is set to null when stepping outside if (didHit && validCurrentSceneId && validCurrentScene) { GraphicRaycaster raycaster = worldState.loadedScenes[currentSceneId].uiScreenSpace?.graphicRaycaster; if (raycaster) { uiGraphicRaycastPointerEventData.position = new Vector2(Screen.width / 2, Screen.height / 2); uiGraphicRaycastResults.Clear(); raycaster.Raycast(uiGraphicRaycastPointerEventData, uiGraphicRaycastResults); uiIsBlocking = uiGraphicRaycastResults.Count > 0; } } if (!didHit || uiIsBlocking) { clickHandler = null; UnhoverLastHoveredObject(hoverController); return; } var raycastHandlerTarget = hitInfo.collider.GetComponent <IRaycastPointerHandler>(); if (raycastHandlerTarget != null) { ResolveGenericRaycastHandlers(raycastHandlerTarget); UnhoverLastHoveredObject(hoverController); return; } if (CollidersManager.i.GetColliderInfo(hitInfo.collider, out ColliderInfo info)) { newHoveredEvent = info.entity.gameObject.GetComponentInChildren <OnPointerEvent>(); } else { newHoveredEvent = hitInfo.collider.GetComponentInChildren <OnPointerEvent>(); } clickHandler = null; if (!EventObjectCanBeHovered(newHoveredEvent, info, hitInfo.distance)) { UnhoverLastHoveredObject(hoverController); return; } newHoveredObject = newHoveredEvent.gameObject; if (newHoveredObject != lastHoveredObject) { UnhoverLastHoveredObject(hoverController); lastHoveredObject = newHoveredObject; lastHoveredEventList = newHoveredObject.GetComponents <OnPointerEvent>(); OnPointerHoverStarts?.Invoke(); } // OnPointerDown/OnClick and OnPointerUp should display their hover feedback at different moments if (lastHoveredEventList != null && lastHoveredEventList.Length > 0) { for (int i = 0; i < lastHoveredEventList.Length; i++) { OnPointerEvent e = lastHoveredEventList[i]; bool eventButtonIsPressed = InputController_Legacy.i.IsPressed(e.GetActionButton()); if (e is OnPointerUp && eventButtonIsPressed) { e.SetHoverState(true); } else if ((e is OnPointerDown || e is OnClick) && !eventButtonIsPressed) { e.SetHoverState(true); } else { e.SetHoverState(false); } } } newHoveredObject = null; newHoveredEvent = null; }