235 lines
7.8 KiB
C#
235 lines
7.8 KiB
C#
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// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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/// This script provides a raycaster for use with the GvrPointerInputModule.
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/// It behaves similarly to the standards Graphic raycaster, except that it utilize raycast
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/// modes specifically for Gvr.
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///
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/// View GvrBasePointerRaycaster.cs and GvrPointerInputModule.cs for more details.
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[AddComponentMenu("GoogleVR/GvrPointerGraphicRaycaster")]
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[RequireComponent(typeof(Canvas))]
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrPointerGraphicRaycaster")]
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public class GvrPointerGraphicRaycaster : GvrBasePointerRaycaster {
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public enum BlockingObjects {
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None = 0,
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TwoD = 1,
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ThreeD = 2,
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All = 3,
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}
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private const int NO_EVENT_MASK_SET = -1;
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public bool ignoreReversedGraphics = true;
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public BlockingObjects blockingObjects = BlockingObjects.ThreeD;
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public LayerMask blockingMask = NO_EVENT_MASK_SET;
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private Canvas targetCanvas;
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private List<Graphic> raycastResults = new List<Graphic>();
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private Camera cachedPointerEventCamera;
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private static readonly List<Graphic> sortedGraphics = new List<Graphic>();
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public override Camera eventCamera {
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get {
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GvrBasePointer pointer = GvrPointerInputModule.Pointer;
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if (pointer == null) {
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return null;
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}
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if (pointer.raycastMode == GvrBasePointer.RaycastMode.Hybrid) {
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return GetCameraForRaycastMode(pointer, CurrentRaycastModeForHybrid);
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} else {
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return GetCameraForRaycastMode(pointer, pointer.raycastMode);
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}
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}
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}
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private Canvas canvas {
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get {
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if (targetCanvas != null)
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return targetCanvas;
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targetCanvas = GetComponent<Canvas>();
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return targetCanvas;
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}
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}
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protected GvrPointerGraphicRaycaster() {
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}
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protected override bool PerformRaycast(GvrBasePointer.PointerRay pointerRay, float radius,
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PointerEventData eventData, List<RaycastResult> resultAppendList) {
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if (canvas == null) {
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return false;
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}
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if (eventCamera == null) {
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return false;
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}
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if (canvas.renderMode != RenderMode.WorldSpace) {
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Debug.LogError("GvrPointerGraphicRaycaster requires that the canvas renderMode is set to WorldSpace.");
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return false;
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}
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float hitDistance = float.MaxValue;
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if (blockingObjects != BlockingObjects.None) {
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float dist = pointerRay.distance;
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if (blockingObjects == BlockingObjects.ThreeD || blockingObjects == BlockingObjects.All) {
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RaycastHit hit;
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if (Physics.Raycast(pointerRay.ray, out hit, dist, blockingMask)) {
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hitDistance = hit.distance;
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}
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}
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if (blockingObjects == BlockingObjects.TwoD || blockingObjects == BlockingObjects.All) {
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RaycastHit2D hit = Physics2D.Raycast(pointerRay.ray.origin, pointerRay.ray.direction, dist, blockingMask);
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if (hit.collider != null) {
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hitDistance = hit.fraction * dist;
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}
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}
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}
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raycastResults.Clear();
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Ray finalRay;
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Raycast(canvas, pointerRay.ray, eventCamera, pointerRay.distance, raycastResults, out finalRay);
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bool foundHit = false;
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for (int index = 0; index < raycastResults.Count; index++) {
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GameObject go = raycastResults[index].gameObject;
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bool appendGraphic = true;
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if (ignoreReversedGraphics) {
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// If we have a camera compare the direction against the cameras forward.
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Vector3 cameraFoward = eventCamera.transform.rotation * Vector3.forward;
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Vector3 dir = go.transform.rotation * Vector3.forward;
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appendGraphic = Vector3.Dot(cameraFoward, dir) > 0;
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}
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if (appendGraphic) {
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float resultDistance = 0;
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Transform trans = go.transform;
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Vector3 transForward = trans.forward;
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// http://geomalgorithms.com/a06-_intersect-2.html
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float transDot = Vector3.Dot(transForward, trans.position - pointerRay.ray.origin);
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float rayDot = Vector3.Dot(transForward, pointerRay.ray.direction);
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resultDistance = transDot / rayDot;
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Vector3 hitPosition = pointerRay.ray.origin + (pointerRay.ray.direction * resultDistance);
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// Check to see if the go is behind the camera.
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if (resultDistance < 0 || resultDistance >= hitDistance || resultDistance > pointerRay.distance) {
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continue;
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}
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resultDistance = resultDistance + pointerRay.distanceFromStart;
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Transform pointerTransform =
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GvrPointerInputModule.Pointer.PointerTransform;
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float delta = (hitPosition - pointerTransform.position).magnitude;
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if (delta < pointerRay.distanceFromStart) {
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continue;
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}
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RaycastResult castResult = new RaycastResult
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{
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gameObject = go,
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module = this,
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distance = resultDistance,
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worldPosition = hitPosition,
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screenPosition = eventCamera.WorldToScreenPoint(hitPosition),
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index = resultAppendList.Count,
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depth = raycastResults[index].depth,
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sortingLayer = canvas.sortingLayerID,
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sortingOrder = canvas.sortingOrder
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};
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resultAppendList.Add(castResult);
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foundHit = true;
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}
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}
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return foundHit;
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}
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private Camera GetCameraForRaycastMode(GvrBasePointer pointer, GvrBasePointer.RaycastMode mode) {
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switch (mode) {
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case GvrBasePointer.RaycastMode.Direct:
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if (cachedPointerEventCamera == null) {
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Transform pointerTransform = GvrPointerInputModule.Pointer.PointerTransform;
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cachedPointerEventCamera = pointerTransform.GetComponent<Camera>();
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}
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if (cachedPointerEventCamera == null) {
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cachedPointerEventCamera = AddDummyCameraToPointer(pointer);
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return null;
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}
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return cachedPointerEventCamera;
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case GvrBasePointer.RaycastMode.Camera:
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default:
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return pointer.PointerCamera;
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}
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}
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private Camera AddDummyCameraToPointer(GvrBasePointer pointer) {
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Camera camera = pointer.PointerTransform.gameObject.AddComponent<Camera>();
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camera.enabled = false;
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camera.nearClipPlane = 0.01f; // Minimum Near Clip Plane.
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return camera;
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}
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/// Perform a raycast into the screen and collect all graphics underneath it.
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private static void Raycast(Canvas canvas, Ray ray, Camera cam, float distance,
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List<Graphic> results, out Ray finalRay) {
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Vector3 screenPoint = cam.WorldToScreenPoint(ray.GetPoint(distance));
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finalRay = cam.ScreenPointToRay(screenPoint);
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// Necessary for the event system
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IList<Graphic> foundGraphics = GraphicRegistry.GetGraphicsForCanvas(canvas);
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for (int i = 0; i < foundGraphics.Count; ++i) {
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Graphic graphic = foundGraphics[i];
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// -1 means it hasn't been processed by the canvas, which means it isn't actually drawn
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if (graphic.depth == -1 || !graphic.raycastTarget) {
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continue;
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}
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if (!RectTransformUtility.RectangleContainsScreenPoint(graphic.rectTransform, screenPoint, cam)) {
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continue;
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}
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if (graphic.Raycast(screenPoint, cam)) {
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sortedGraphics.Add(graphic);
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}
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}
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sortedGraphics.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
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for (int i = 0; i < sortedGraphics.Count; ++i) {
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results.Add(sortedGraphics[i]);
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}
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sortedGraphics.Clear();
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}
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}
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