TapCommon-Unity/Runtime/Internal/UI/Base/GraphicRaycasterBugFixed.cs

241 lines
10 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace TapTap.UI
{
/// <summary>
/// 修复UnityUGui中Canvas画布在Windows平台宽高比过长横屏拉很长导致UI的最右边一部分无法被点击的Bug,现发现与2021.3.x版本
/// </summary>
public class GraphicRaycasterBugFixed : GraphicRaycaster
{
[NonSerialized] private List<Graphic> m_RaycastResults = new List<Graphic>();
private Canvas _Canvas;
private Canvas canvasBugFixed
{
get
{
if (_Canvas != null)
return _Canvas;
_Canvas = GetComponent<Canvas>();
return _Canvas;
}
}
/// <summary>
/// Perform the raycast against the list of graphics associated with the Canvas.
/// </summary>
/// <param name="eventData">Current event data</param>
/// <param name="resultAppendList">List of hit objects to append new results to.</param>
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
if (canvasBugFixed == null)
return;
var canvasGraphics = GraphicRegistry.GetGraphicsForCanvas(canvasBugFixed);
if (canvasGraphics == null || canvasGraphics.Count == 0)
return;
int displayIndex;
var currentEventCamera = eventCamera; // Property can call Camera.main, so cache the reference
if (canvasBugFixed.renderMode == RenderMode.ScreenSpaceOverlay || currentEventCamera == null)
displayIndex = canvasBugFixed.targetDisplay;
else
displayIndex = currentEventCamera.targetDisplay;
//!! 不同之处
var eventPosition = Display.RelativeMouseAt(eventData.position);
//MultipleDisplayUtilities.RelativeMouseAtScaled(eventData.position);
if (eventPosition != Vector3.zero)
{
// We support multiple display and display identification based on event position.
int eventDisplayIndex = (int)eventPosition.z;
// Discard events that are not part of this display so the user does not interact with multiple displays at once.
if (eventDisplayIndex != displayIndex)
return;
}
else
{
// The multiple display system is not supported on all platforms, when it is not supported the returned position
// will be all zeros so when the returned index is 0 we will default to the event data to be safe.
eventPosition = eventData.position;
// We dont really know in which display the event occured. We will process the event assuming it occured in our display.
}
// Convert to view space
Vector2 pos;
if (currentEventCamera == null)
{
// Multiple display support only when not the main display. For display 0 the reported
// resolution is always the desktops resolution since its part of the display API,
// so we use the standard none multiple display method. (case 741751)
float w = Screen.width;
float h = Screen.height;
if (displayIndex > 0 && displayIndex < Display.displays.Length)
{
w = Display.displays[displayIndex].systemWidth;
h = Display.displays[displayIndex].systemHeight;
}
pos = new Vector2(eventPosition.x / w, eventPosition.y / h);
}
else
pos = currentEventCamera.ScreenToViewportPoint(eventPosition);
// If it's outside the camera's viewport, do nothing
if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f)
return;
float hitDistance = float.MaxValue;
Ray ray = new Ray();
if (currentEventCamera != null)
ray = currentEventCamera.ScreenPointToRay(eventPosition);
if (canvasBugFixed.renderMode != RenderMode.ScreenSpaceOverlay && blockingObjects != BlockingObjects.None)
{
float distanceToClipPlane = 100.0f;
if (currentEventCamera != null)
{
float projectionDirection = ray.direction.z;
distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection)
? Mathf.Infinity
: Mathf.Abs((currentEventCamera.farClipPlane - currentEventCamera.nearClipPlane) / projectionDirection);
}
#if PACKAGE_PHYSICS
if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All)
{
if (ReflectionMethodsCache.Singleton.raycast3D != null)
{
var hits = ReflectionMethodsCache.Singleton.raycast3DAll(ray, distanceToClipPlane, (int)m_BlockingMask);
if (hits.Length > 0)
hitDistance = hits[0].distance;
}
}
#endif
#if PACKAGE_PHYSICS2D
if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All)
{
if (ReflectionMethodsCache.Singleton.raycast2D != null)
{
var hits = ReflectionMethodsCache.Singleton.getRayIntersectionAll(ray, distanceToClipPlane, (int)m_BlockingMask);
if (hits.Length > 0)
hitDistance = hits[0].distance;
}
}
#endif
}
m_RaycastResults.Clear();
Raycast(canvasBugFixed, currentEventCamera, eventPosition, canvasGraphics, m_RaycastResults);
int totalCount = m_RaycastResults.Count;
for (var index = 0; index < totalCount; index++)
{
var go = m_RaycastResults[index].gameObject;
bool appendGraphic = true;
if (ignoreReversedGraphics)
{
if (currentEventCamera == null)
{
// If we dont have a camera we know that we should always be facing forward
var dir = go.transform.rotation * Vector3.forward;
appendGraphic = Vector3.Dot(Vector3.forward, dir) > 0;
}
else
{
// If we have a camera compare the direction against the cameras forward.
var cameraForward = currentEventCamera.transform.rotation * Vector3.forward * currentEventCamera.nearClipPlane;
// !!不同之处
appendGraphic = Vector3.Dot(go.transform.position - currentEventCamera.transform.position - cameraForward, go.transform.forward) >= 0;
}
}
if (appendGraphic)
{
float distance = 0;
Transform trans = go.transform;
Vector3 transForward = trans.forward;
if (currentEventCamera == null || canvasBugFixed.renderMode == RenderMode.ScreenSpaceOverlay)
distance = 0;
else
{
// http://geomalgorithms.com/a06-_intersect-2.html
distance = (Vector3.Dot(transForward, trans.position - ray.origin) / Vector3.Dot(transForward, ray.direction));
// Check to see if the go is behind the camera.
if (distance < 0)
continue;
}
if (distance >= hitDistance)
continue;
var castResult = new RaycastResult
{
gameObject = go,
module = this,
distance = distance,
screenPosition = eventPosition,
displayIndex = displayIndex,
index = resultAppendList.Count,
depth = m_RaycastResults[index].depth,
sortingLayer = canvasBugFixed.sortingLayerID,
sortingOrder = canvasBugFixed.sortingOrder,
worldPosition = ray.origin + ray.direction * distance,
worldNormal = -transForward
};
resultAppendList.Add(castResult);
}
}
}
/// <summary>
/// Perform a raycast into the screen and collect all graphics underneath it.
/// </summary>
[NonSerialized] static readonly List<Graphic> s_SortedGraphics = new List<Graphic>();
private static void Raycast(Canvas canvas, Camera eventCamera, Vector2 pointerPosition, IList<Graphic> foundGraphics, List<Graphic> results)
{
// Necessary for the event system
int totalCount = foundGraphics.Count;
for (int i = 0; i < totalCount; ++i)
{
Graphic graphic = foundGraphics[i];
// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
if (!graphic.raycastTarget || graphic.canvasRenderer.cull || graphic.depth == -1)
continue;
if (!RectTransformUtility.RectangleContainsScreenPoint(graphic.rectTransform, pointerPosition, eventCamera))
continue;
if (eventCamera != null && eventCamera.WorldToScreenPoint(graphic.rectTransform.position).z > eventCamera.farClipPlane)
continue;
if (graphic.Raycast(pointerPosition, eventCamera))
{
s_SortedGraphics.Add(graphic);
}
}
s_SortedGraphics.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
totalCount = s_SortedGraphics.Count;
for (int i = 0; i < totalCount; ++i)
results.Add(s_SortedGraphics[i]);
s_SortedGraphics.Clear();
}
}
}