com.unity.uiextensions.nosa.../Scripts/VR Extensions/VRInputModule.cs

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/// Credit Ralph Barbagallo (www.flarb.com /www.ralphbarbagallo.com / @flarb)
/// Sourced from - http://forum.unity3d.com/threads/vr-cursor-possible-unity-4-6-gui-bug-or-is-it-me
/// Fix supplied by - http://forum.unity3d.com/threads/vr-cursor-possible-unity-4-6-gui-bug-or-is-it-me.296934/
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("Event/VR Input Module")]
public class VRInputModule : BaseInputModule
{
public static GameObject targetObject;
static VRInputModule _singleton;
private int counter;
private static bool mouseClicked;
public static Vector3 cursorPosition;
protected override void Awake()
{
_singleton = this;
}
public override void Process()
{
if (targetObject == null)
{
mouseClicked = false;
return;
}
}
public static void PointerSubmit(GameObject obj)
{
targetObject = obj;
mouseClicked = true;
if (mouseClicked)
{
//BaseEventData data = GetBaseEventData(); //Original from Process(). Can't be called here so is replaced by the next line:
BaseEventData data = new BaseEventData(_singleton.eventSystem);
data.selectedObject = targetObject;
ExecuteEvents.Execute(targetObject, data, ExecuteEvents.submitHandler);
print("clicked " + targetObject.name);
mouseClicked = false;
}
}
public static void PointerExit(GameObject obj)
{
print("PointerExit " + obj.name);
PointerEventData pEvent = new PointerEventData(_singleton.eventSystem);
ExecuteEvents.Execute(obj, pEvent, ExecuteEvents.pointerExitHandler);
ExecuteEvents.Execute(obj, pEvent, ExecuteEvents.deselectHandler); //This fixes the problem
}
public static void PointerEnter(GameObject obj)
{
print("PointerEnter " + obj.name);
PointerEventData pEvent = new PointerEventData(_singleton.eventSystem);
pEvent.pointerEnter = obj;
RaycastResult rcr = new RaycastResult() { worldPosition = cursorPosition };
pEvent.pointerCurrentRaycast = rcr;
ExecuteEvents.Execute(obj, pEvent, ExecuteEvents.pointerEnterHandler);
}
}
}