Initial commit
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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public class ViewCubeController : MonoBehaviour
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{
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[Header("References")]
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public Camera mainCam; // The Base Camera
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public Camera viewCubeCam; // The Overlay Camera/Texture Camera
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private CameraControl CameraController; // Your camera movement script
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public RawImage viewCubeImage;
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private EventTrigger eventTrigger;
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private bool isPointerInViewCube = false;
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[Header("Settings")]
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private Transform cubeContainer;
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public LayerMask viewCubeLayer;
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// NEW: We need the RectTransform to calculate positions correctly
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private RectTransform rawImageRect;
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// NEW: Store the last ray for debugging in Gizmos
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private Ray debugRay;
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private void Start()
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{
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cubeContainer = transform;
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if (mainCam) CameraController = mainCam.GetComponent<CameraControl>();
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// Cache the RectTransform so we can access width/height later
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rawImageRect = viewCubeImage.GetComponent<RectTransform>();
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eventTrigger = viewCubeImage.GetComponent<EventTrigger>();
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EventTrigger.Entry entry = new EventTrigger.Entry();
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entry.eventID = EventTriggerType.PointerEnter;
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entry.callback.AddListener((data) => { isPointerInViewCube = true; });
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eventTrigger.triggers.Add(entry);
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entry = new EventTrigger.Entry();
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entry.eventID = EventTriggerType.PointerExit;
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entry.callback.AddListener((data) => { isPointerInViewCube = false; });
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eventTrigger.triggers.Add(entry);
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}
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private void Update()
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{
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RotateCube();
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if (CameraController != null)
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{
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CameraController.isInputLocked = isPointerInViewCube;
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}
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if (isPointerInViewCube)
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{
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CalculateCurrentRay();
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}
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DetectClick();
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}
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void RotateCube()
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{
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if (mainCam == null || cubeContainer == null) return;
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cubeContainer.rotation = mainCam.transform.rotation;
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}
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// NEW FUNCTION: Handles the math to convert Screen Pixels -> UI Pixels -> Camera Ray
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void CalculateCurrentRay()
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{
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Vector2 localPoint;
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// 1. Convert Screen Mouse Point to a point inside the RawImage rectangle
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// The 'null' param works for "Screen Space - Overlay" canvas.
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// If your canvas is "Screen Space - Camera", pass the UI Camera instead of null.
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
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rawImageRect,
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Input.mousePosition,
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null,
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out localPoint))
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{
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// 2. Normalize positions to 0-1 range (Viewport coordinates)
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// LocalPoint (0,0) is the center of the image. We shift it by +0.5 to make (0,0) the bottom-left.
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float normalizedX = (localPoint.x / rawImageRect.rect.width) + 0.5f;
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float normalizedY = (localPoint.y / rawImageRect.rect.height) + 0.5f;
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// 3. Create the ray from the ViewCube Camera using these coordinates
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debugRay = viewCubeCam.ViewportPointToRay(new Vector3(normalizedX, normalizedY, 0));
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}
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}
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void DetectClick()
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{
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if (Input.GetMouseButtonDown(0) && isPointerInViewCube)
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{
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// We use the ray calculated in CalculateCurrentRay()
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if (Physics.Raycast(debugRay, out RaycastHit hit, 100f, viewCubeLayer))
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{
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Debug.Log("View Cube Hit: " + hit.collider.name);
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Vector3 targetDir = Vector3.zero;
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switch (hit.collider.name)
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{
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case "Front": targetDir = Vector3.forward; break;
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case "Back": targetDir = Vector3.back; break;
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case "Left": targetDir = Vector3.left; break;
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case "Right": targetDir = Vector3.right; break;
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case "Top": targetDir = Vector3.up; break;
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case "Bottom": targetDir = Vector3.down; break;
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}
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if (targetDir != Vector3.zero && CameraController != null)
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{
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CameraController.SnapToDirection(targetDir);
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}
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}
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}
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}
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// DRAW GIZMOS: This will now draw the ray based on where your mouse is hovering
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private void OnDrawGizmos()
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{
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if (viewCubeCam == null) return;
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Gizmos.color = Color.red;
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// Draw the ray stored in debugRay
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Gizmos.DrawLine(debugRay.origin, debugRay.origin + debugRay.direction * 100f);
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// Draw a small sphere at the ray start point to confirm it's coming from the camera
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Gizmos.DrawSphere(debugRay.origin, 0.2f);
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}
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}
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