live2D (sdk가 6.5 미지원으로 sprite로 대응)
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104
Assets/Live2D/Cubism/Samples/Raycasting/RaycastHitDisplay.cs
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104
Assets/Live2D/Cubism/Samples/Raycasting/RaycastHitDisplay.cs
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/**
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* Copyright(c) Live2D Inc. All rights reserved.
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*
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* Use of this source code is governed by the Live2D Open Software license
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* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
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*/
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using UnityEngine;
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using Live2D.Cubism.Core;
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using Live2D.Cubism.Framework.Raycasting;
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namespace Live2D.Cubism.Samples.Raycasting
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{
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/// <summary>
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/// Casts rays against a <see cref="Model"/> and displays results.
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/// </summary>
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public sealed class RaycastHitDisplay : MonoBehaviour
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{
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/// <summary>
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/// <see cref="CubismModel"/> to cast rays against.
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/// </summary>
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[SerializeField]
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public CubismModel Model;
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/// <summary>
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/// UI element to display results in.
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/// </summary>
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[SerializeField]
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public UnityEngine.UI.Text ResultsText;
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/// <summary>
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/// <see cref="CubismRaycaster"/> attached to <see cref="Model"/>.
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/// </summary>
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private CubismRaycaster Raycaster { get; set; }
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/// <summary>
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/// Buffer for raycast results.
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/// </summary>
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private CubismRaycastHit[] Results { get; set; }
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/// <summary>
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/// Hit test.
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/// </summary>
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private void DoRaycast()
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{
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// Cast ray from pointer position.
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var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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var hitCount = Raycaster.Raycast(ray, Results);
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// Return early if nothing was hit.
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if (hitCount == 0)
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{
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ResultsText.text = "0";
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return;
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}
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// Show results.
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ResultsText.text = hitCount + "\n";
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for (var i = 0; i < hitCount; i++)
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{
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ResultsText.text += Results[i].Drawable.name + "\n";
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}
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}
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#region Unity Event Handling
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/// <summary>
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/// Called by Unity. Initializes instance.
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/// </summary>
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private void Start()
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{
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Raycaster = Model.GetComponent<CubismRaycaster>();
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Results = new CubismRaycastHit[4];
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}
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/// <summary>
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/// Called by Unity. Triggers raycasting.
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/// </summary>
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private void Update()
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{
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// Return early in case of no user interaction.
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if (!Input.GetMouseButtonDown(0))
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{
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return;
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}
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DoRaycast();
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}
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#endregion
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}
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}
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