live2D (sdk가 6.5 미지원으로 sprite로 대응)

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[English](Description.md) / [日本語](Description.ja.md)
---
# Reycasting
このサンプルは、Raycasting機能を示しています。
Raycastingは手動で設定する必要がありますが、設定はそれほど面倒ではありません。
モデルのGameObjectに``CubismRaycaster``コンポーネントを追加し、Raycastに使用にしたいDrawableに``CubismRaycastable``を追加するだけです。

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[English](Description.md) / [日本語](Description.ja.md)
---
# Raycasting
This sample demonstrates the raycasting functionality.
Raycasting must be set up manually, but setting it up isn't too cumbersome.
You simply have to add a ``CubismRaycaster`` component to the model game object, and ``CubismRaycastable``s to any drawable you want to be raycastable.

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/**
* Copyright(c) Live2D Inc. All rights reserved.
*
* Use of this source code is governed by the Live2D Open Software license
* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
*/
using UnityEngine;
using Live2D.Cubism.Core;
using Live2D.Cubism.Framework.Raycasting;
namespace Live2D.Cubism.Samples.Raycasting
{
/// <summary>
/// Casts rays against a <see cref="Model"/> and displays results.
/// </summary>
public sealed class RaycastHitDisplay : MonoBehaviour
{
/// <summary>
/// <see cref="CubismModel"/> to cast rays against.
/// </summary>
[SerializeField]
public CubismModel Model;
/// <summary>
/// UI element to display results in.
/// </summary>
[SerializeField]
public UnityEngine.UI.Text ResultsText;
/// <summary>
/// <see cref="CubismRaycaster"/> attached to <see cref="Model"/>.
/// </summary>
private CubismRaycaster Raycaster { get; set; }
/// <summary>
/// Buffer for raycast results.
/// </summary>
private CubismRaycastHit[] Results { get; set; }
/// <summary>
/// Hit test.
/// </summary>
private void DoRaycast()
{
// Cast ray from pointer position.
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var hitCount = Raycaster.Raycast(ray, Results);
// Return early if nothing was hit.
if (hitCount == 0)
{
ResultsText.text = "0";
return;
}
// Show results.
ResultsText.text = hitCount + "\n";
for (var i = 0; i < hitCount; i++)
{
ResultsText.text += Results[i].Drawable.name + "\n";
}
}
#region Unity Event Handling
/// <summary>
/// Called by Unity. Initializes instance.
/// </summary>
private void Start()
{
Raycaster = Model.GetComponent<CubismRaycaster>();
Results = new CubismRaycastHit[4];
}
/// <summary>
/// Called by Unity. Triggers raycasting.
/// </summary>
private void Update()
{
// Return early in case of no user interaction.
if (!Input.GetMouseButtonDown(0))
{
return;
}
DoRaycast();
}
#endregion
}
}

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