using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.EventSystems;
public class AniRayTest : MonoBehaviour
{
List
// Update is called once per frame
void Update()
{
/// 鼠标左键没有点击,就不执行判断逻辑
if (!Input.GetMouseButtonDown(0))
{
return;
}
///相应的GameObject对象
GameObject go = null;
///判断是否点再ui上
if (EventSystem.current.IsPointerOverGameObject())
{
go = ClickUI();
}
else
{
go = ClickScene();
}
if (go == null)
{
Debug.Log("Click Nothing");
}
else
{
// 高亮点中GameObject
EditorGUIUtility.PingObject(go);
Selection.activeObject = go;
Debug.Log(go, go);
}
}
/// <summary>
/// 点中ui
/// </summary>
private GameObject ClickUI()
{
//场景中的EventSystem
PointerEventData eventData = new PointerEventData(EventSystem.current);
//鼠标位置
eventData.position = Input.mousePosition;
//调用所有GraphicsRacaster里面的Raycast,然后内部会进行排序,
//直接拿出来,取第一个就可以用了
EventSystem.current.RaycastAll(eventData, list);
//这个函数抄的unity源码的,就是取第一个值
var raycast = FindFirstRaycast(list);
//获取父类中事件注册接口
//如Button,Toggle之类的,毕竟我们想知道哪个Button被点击了,而不是哪张Image被点击了
//当然可以细分为IPointerClickHandler, IBeginDragHandler之类细节一点的,各位可以自己取尝试
var go = ExecuteEvents.GetEventHandler<IEventSystemHandler>(raycast.gameObject);
//既然没拿到button之类的,说明只有Image挡住了,取点中结果即可
if (go == null)
{
go = raycast.gameObject;
}
return go;
}
/// <summary>
/// Return the first valid RaycastResult.
/// </summary>
private RaycastResult FindFirstRaycast(List<RaycastResult> candidates)
{
for (var i = 0; i < candidates.Count; ++i)
{
if (candidates[i].gameObject == null)
continue;
return candidates[i];
}
return new RaycastResult();
}
/// <summary>
/// 点中场景中对象
/// 然后无聊嘛,顺便把点场景的也顺手做了,不过这部分网上介绍挺多的,就不展开说了。
/// </summary>
private GameObject ClickScene()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
GameObject go = hit.collider.gameObject;
return go;
}
return null;
}
}