//Sourced from - https://github.com/senritsu/unitility/blob/master/Assets/Unitility/GUI/RaycastMask.cs /***************************************************************************\ The MIT License (MIT) Copyright (c) 2014 Jonas Schiegl (https://github.com/senritsu) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \***************************************************************************/ #if UNITY_4_6 using UnityEngine; using UnityEngine.UI; [RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(Image))] public class RaycastMask : MonoBehaviour, ICanvasRaycastFilter { private Image _image; private Sprite _sprite; void Start () { _image = GetComponent(); } public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) { _sprite = _image.sprite; var rectTransform = (RectTransform)transform; Vector2 localPositionPivotRelative; RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform) transform, sp, eventCamera, out localPositionPivotRelative); // convert to bottom-left origin coordinates var localPosition = new Vector2(localPositionPivotRelative.x + rectTransform.pivot.x*rectTransform.rect.width, localPositionPivotRelative.y + rectTransform.pivot.y*rectTransform.rect.height); var spriteRect = _sprite.textureRect; var maskRect = rectTransform.rect; var x = 0; var y = 0; // convert to texture space switch (_image.type) { case Image.Type.Sliced: { var border = _sprite.border; // x slicing if (localPosition.x < border.x) { x = Mathf.FloorToInt(spriteRect.x + localPosition.x); } else if (localPosition.x > maskRect.width - border.z) { x = Mathf.FloorToInt(spriteRect.x + spriteRect.width - (maskRect.width - localPosition.x)); } else { x = Mathf.FloorToInt(spriteRect.x + border.x + ((localPosition.x - border.x)/ (maskRect.width - border.x - border.z)) * (spriteRect.width - border.x - border.z)); } // y slicing if (localPosition.y < border.y) { y = Mathf.FloorToInt(spriteRect.y + localPosition.y); } else if (localPosition.y > maskRect.height - border.w) { y = Mathf.FloorToInt(spriteRect.y + spriteRect.height - (maskRect.height - localPosition.y)); } else { y = Mathf.FloorToInt(spriteRect.y + border.y + ((localPosition.y - border.y) / (maskRect.height - border.y - border.w)) * (spriteRect.height - border.y - border.w)); } } break; case Image.Type.Simple: default: { // conversion to uniform UV space x = Mathf.FloorToInt(spriteRect.x + spriteRect.width * localPosition.x / maskRect.width); y = Mathf.FloorToInt(spriteRect.y + spriteRect.height * localPosition.y / maskRect.height); } break; } // destroy component if texture import settings are wrong try { return _sprite.texture.GetPixel(x,y).a > 0; } catch (UnityException) { Debug.LogWarning("Mask texture not readable, set your sprite to Texture Type 'Advanced' and check 'Read/Write Enabled'"); Destroy(this); return false; } } } #endif