2024-04-07 17:20:48 +08:00
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using System;
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using UnityEngine;
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namespace Game.RayCast;
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public class MouseInput : MonoBehaviour
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{
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2024-04-08 18:20:55 +08:00
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public RayCastType rayCastType = RayCastType._2D;
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MouseInputData mouseInputData = new MouseInputData();
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2024-04-07 17:20:48 +08:00
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2024-04-08 18:20:55 +08:00
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// public event MouseInputEventHandle ev;
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2024-04-07 17:20:48 +08:00
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private void Update()
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{
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switch (rayCastType)
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{
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case RayCastType._3D:
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// 3d
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit))
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{
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if (hit.collider != null)
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{
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Debug.Log(hit.collider.name);
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}
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}
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break;
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case RayCastType._2D:
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//2d
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var point = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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var hit2D = Physics2D.Raycast(point, -Vector2.up);
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if (hit2D.collider != null)
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{
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if (Input.GetMouseButtonDown(0))
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{
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UnityEngine.Debug.Log(hit2D.collider.name);
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2024-04-08 18:20:55 +08:00
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mouseInputData.rayCastType = this.rayCastType;
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mouseInputData.point = hit2D.point;
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mouseInputData.isPressDown = true;
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mouseInputData.go = hit2D.collider.gameObject;
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EventManager.Instance.FireNow(this, new InputObjectFinishEventArgs(mouseInputData));
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}
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else if (Input.GetMouseButtonDown(2))
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{
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Game.bfsManager.Test(hit2D.point);
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2024-04-07 17:20:48 +08:00
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}
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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2024-04-08 18:20:55 +08:00
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}
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public enum RayCastType
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{
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_3D,
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_2D,
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}
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public class MouseInputData
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{
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public RayCastType rayCastType;
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public bool isPressDown;
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public Vector3 point;
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public GameObject go;
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2024-04-07 17:20:48 +08:00
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}
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