when adding a PhysicsRaycast component a camera is added, when I enter debug mode I can see a socket for camera event.
How do I add, in-editor a PhysicsRaycast that doesn’t add camera and that takes mainCamera as event camera?
answer:
using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
/// <summary>
/// Simple event system using physics raycasts.
/// </summary>
[AddComponentMenu("Event/Physics Raycaster")]
// [RequireComponent(typeof(Camera))]
public class PhysicsRaycaster : BaseRaycaster
{
/// <summary>
/// Const to use for clarity when no event mask is set
/// </summary>
protected const int kNoEventMaskSet = -1;
[SerializeField]
protected Camera m_EventCamera;
/// <summary>
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
/// </summary>
[SerializeField]
protected LayerMask m_EventMask = kNoEventMaskSet;
protected PhysicsRaycaster()
{ }
public override Camera eventCamera
{
get
{
if (m_EventCamera == null)
m_EventCamera = GetComponent<Camera>();
return m_EventCamera ?? Camera.main;
}
}
/// <summary>
/// Depth used to determine the order of event processing.
/// </summary>
public virtual int depth
{
get { return (eventCamera != null) ? (int)eventCamera.depth : 0xFFFFFF; }
}
/// <summary>
/// Event mask used to determine which objects will receive events.
/// </summary>
public int finalEventMask
{
get { return (eventCamera != null) ? eventCamera.cullingMask & m_EventMask : kNoEventMaskSet; }
}
/// <summary>
/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
/// </summary>
public LayerMask eventMask
{
get { return m_EventMask; }
set { m_EventMask = value; }
}
public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
{
if (eventCamera == null)
return;
var ray = eventCamera.ScreenPointToRay(eventData.position);
float dist = eventCamera.farClipPlane - eventCamera.nearClipPlane;
var hits = Physics.RaycastAll(ray, dist, finalEventMask);
if (hits.Length > 1)
System.Array.Sort(hits, (r1, r2) => r1.distance.CompareTo(r2.distance));
if (hits.Length != 0)
{
eventData.worldPosition = hits[0].point;
eventData.worldNormal = hits[0].normal;
for (int b = 0, bmax = hits.Length; b < bmax; ++b)
{
var result = new RaycastResult
{
gameObject = hits[b].collider.gameObject,
module = this,
distance = hits[b].distance,
index = resultAppendList.Count
};
resultAppendList.Add(result);
}
}
}
}
}