GraphicRaycaster

为什么在创建Canvas节点的时候, 都要GrapihcRaycaster会自动创建
GrapihcRaycaster组件不是必须的, 删除掉之后这个Canvas就不能响应点击了.

要看明白下面这段逻辑是在干什么

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public virtual bool Raycast(Vector2 sp, Camera eventCamera)
{
if (!isActiveAndEnabled)
return false;

var t = transform;
var components = ListPool<Component>.Get();

bool ignoreParentGroups = false;
bool continueTraversal = true;

while (t != null)
{
t.GetComponents(components);
for (var i = 0; i < components.Count; i++)
{
var canvas = components[i] as Canvas;
if (canvas != null && canvas.overrideSorting)
continueTraversal = false;

var filter = components[i] as ICanvasRaycastFilter;

if (filter == null)
continue;

var raycastValid = true;

var group = components[i] as CanvasGroup;
if (group != null)
{
if (!group.enabled)
continue;

if (ignoreParentGroups == false && group.ignoreParentGroups)
{
ignoreParentGroups = true;
raycastValid = filter.IsRaycastLocationValid(sp, eventCamera);
}
else if (!ignoreParentGroups)
raycastValid = filter.IsRaycastLocationValid(sp, eventCamera);
}
else
{
raycastValid = filter.IsRaycastLocationValid(sp, eventCamera);
}

if (!raycastValid)
{
ListPool<Component>.Release(components);
return false;
}
}
t = continueTraversal ? t.parent : null;
}
ListPool<Component>.Release(components);
return true;
}

EventSystem的触发机理

依赖Raycast给的一些数据, 用这些数据找到Raycast命中的gameobject, 找到这些gameObject上的Handler组件, 触发这些Handler.

不管市面上的UnityUI的方案(比如FGUI)多炫酷, 最终到Unity中都是要走UGUI的底层