UnityEngine.Camera.GetAllCameras C# (CSharp) Method

GetAllCameras() private method

private GetAllCameras ( Camera cameras ) : int
cameras Camera
return int
        public static extern int GetAllCameras(Camera[] cameras);
        /// <summary>

Usage Example

コード例 #1
0
        static void DoSendMouseEvents(int skipRTCameras)
        {
            var mousePosition = Input.mousePosition;

            int camerasCount = Camera.allCamerasCount;

            if (m_Cameras == null || m_Cameras.Length != camerasCount)
            {
                m_Cameras = new Camera[camerasCount];
            }

            // Fetch all cameras.
            Camera.GetAllCameras(m_Cameras);

            // Clear the HitInfos from last time
            for (var hitIndex = 0; hitIndex < m_CurrentHit.Length; ++hitIndex)
            {
                m_CurrentHit[hitIndex] = new HitInfo();
            }

            // If UnityGUI has the mouse over, we simply don't do any mouse hit detection.
            // That way, it will appear as if the mouse has missed everything.
            if (!s_MouseUsed)
            {
                foreach (var camera in m_Cameras)
                {
                    // we do not want to check cameras that are rendering to textures, starting with 4.0
                    if (camera == null || skipRTCameras != 0 && camera.targetTexture != null)
                    {
                        continue;
                    }

                    int displayIndex = camera.targetDisplay;

                    var eventPosition = Display.RelativeMouseAt(mousePosition);
                    if (eventPosition != Vector3.zero)
                    {
                        // We support multiple display and display identification based on event position.
                        int eventDisplayIndex = (int)eventPosition.z;

                        // Discard events that are not part of this display so the user does not interact with multiple displays at once.
                        if (eventDisplayIndex != displayIndex)
                        {
                            continue;
                        }

                        // Multiple display support only when not the main display. For display 0 the reported
                        // resolution is always the desktop resolution since it's part of the display API,
                        // so we use the standard non multiple display method.
                        float w = Screen.width;
                        float h = Screen.height;
                        if (displayIndex > 0 && displayIndex < Display.displays.Length)
                        {
                            w = Display.displays[displayIndex].systemWidth;
                            h = Display.displays[displayIndex].systemHeight;
                        }

                        Vector2 pos = new Vector2(eventPosition.x / w, eventPosition.y / h);

                        // If the mouse is outside the display bounds, do nothing
                        if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f)
                        {
                            continue;
                        }
                    }
                    else
                    {
                        // The multiple display system is not supported on all platforms, when it is not supported the returned position
                        // will be all zeros so when the returned index is 0 we will default to the mouse position to be safe.
                        eventPosition = mousePosition;
                    }

                    // Is the mouse inside the cameras viewport?
                    var rect = camera.pixelRect;
                    if (!rect.Contains(eventPosition))
                    {
                        continue;
                    }

                    HitTestLegacyGUI(camera, eventPosition, ref m_CurrentHit[m_HitIndexGUI]);

                    // There is no need to continue if the camera shouldn't be sending out events
                    if (camera.eventMask == 0)
                    {
                        continue;
                    }

                    // Calculate common physics projection and distance.
                    var screenProjectionRay = camera.ScreenPointToRay(eventPosition);
                    var projectionDirection = screenProjectionRay.direction.z;
                    var distanceToClipPlane = Mathf.Approximately(0.0f, projectionDirection) ? Mathf.Infinity : Mathf.Abs((camera.farClipPlane - camera.nearClipPlane) / projectionDirection);

                    // Did we hit any 3D colliders?
                    var hit3D = CameraRaycastHelper.RaycastTry(camera, screenProjectionRay, distanceToClipPlane, camera.cullingMask & camera.eventMask);
                    if (hit3D != null)
                    {
                        m_CurrentHit[m_HitIndexPhysics3D].target = hit3D;
                        m_CurrentHit[m_HitIndexPhysics3D].camera = camera;
                    }
                    // We did not hit anything with a raycast from this camera. But our camera
                    // clears the screen and renders on top of whatever was below, thus making things
                    // rendered before invisible. So clear any previous hit we have found.
                    else if (camera.clearFlags == CameraClearFlags.Skybox || camera.clearFlags == CameraClearFlags.SolidColor)
                    {
                        m_CurrentHit[m_HitIndexPhysics3D].target = null;
                        m_CurrentHit[m_HitIndexPhysics3D].camera = null;
                    }

                    // Did we hit any 2D colliders?
                    var hit2D = CameraRaycastHelper.RaycastTry2D(camera, screenProjectionRay, distanceToClipPlane, camera.cullingMask & camera.eventMask);
                    if (hit2D != null)
                    {
                        m_CurrentHit[m_HitIndexPhysics2D].target = hit2D;
                        m_CurrentHit[m_HitIndexPhysics2D].camera = camera;
                    }
                    // We did not hit anything with a raycast from this camera. But our camera
                    // clears the screen and renders on top of whatever was below, thus making things
                    // rendered before invisible. So clear any previous hit we have found.
                    else if (camera.clearFlags == CameraClearFlags.Skybox || camera.clearFlags == CameraClearFlags.SolidColor)
                    {
                        m_CurrentHit[m_HitIndexPhysics2D].target = null;
                        m_CurrentHit[m_HitIndexPhysics2D].camera = null;
                    }
                }
            }

            // Send hit events.
            for (var hitIndex = 0; hitIndex < m_CurrentHit.Length; ++hitIndex)
            {
                SendEvents(hitIndex, m_CurrentHit[hitIndex]);
            }

            s_MouseUsed = false;
        }
All Usage Examples Of UnityEngine.Camera::GetAllCameras
Camera