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Assets/Standard Assets/Utility/AlphaButtonClickMask.cs
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58
Assets/Standard Assets/Utility/AlphaButtonClickMask.cs
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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public class AlphaButtonClickMask : MonoBehaviour, ICanvasRaycastFilter
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{
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protected Image _image;
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public void Start()
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{
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_image = GetComponent<Image>();
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Texture2D tex = _image.sprite.texture as Texture2D;
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bool isInvalid = false;
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if (tex != null)
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{
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try
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{
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tex.GetPixels32();
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}
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catch (UnityException e)
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{
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Debug.LogError(e.Message);
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isInvalid = true;
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}
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}
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else
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{
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isInvalid = true;
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}
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if (isInvalid)
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{
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Debug.LogError("This script need an Image with a readbale Texture2D to work.");
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}
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}
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public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
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{
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Vector2 localPoint;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(_image.rectTransform, sp, eventCamera, out localPoint);
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Vector2 pivot = _image.rectTransform.pivot;
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Vector2 normalizedLocal = new Vector2(pivot.x + localPoint.x / _image.rectTransform.rect.width, pivot.y + localPoint.y / _image.rectTransform.rect.height);
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Vector2 uv = new Vector2(
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_image.sprite.rect.x + normalizedLocal.x * _image.sprite.rect.width,
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_image.sprite.rect.y + normalizedLocal.y * _image.sprite.rect.height );
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uv.x /= _image.sprite.texture.width;
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uv.y /= _image.sprite.texture.height;
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//uv are inversed, as 0,0 or the rect transform seem to be upper right, then going negativ toward lower left...
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Color c = _image.sprite.texture.GetPixelBilinear(uv.x, uv.y);
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return c.a> 0.1f;
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}
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}
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