Fixed bug where poi selection triggered by the reticule would not work when the detailspanel was between crosshair and poi
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@@ -28,7 +28,7 @@ namespace RothenburgAR.UI
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}
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}
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public void DoRaycast(Vector2 screenPoint)
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public void DoRaycast(Vector2 screenPoint, bool denyBlockedHits = true)
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{
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RaycastHit hitInfo = new RaycastHit();
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Ray ray = Camera.main.ScreenPointToRay(screenPoint);
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@@ -39,28 +39,28 @@ namespace RothenburgAR.UI
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GameObject go = hitInfo.transform.gameObject;
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var bb = go.GetComponent<PoiRaycastReceiverBehaviour>();
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if (bb == null) return;
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if (AbortBecauseDetailsPanelHit(screenPoint)) return;
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if (denyBlockedHits && DenyBlockedHits(screenPoint)) return;
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bb.OnClick.Invoke();
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}
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private bool AbortBecauseDetailsPanelHit(Vector2 screenPoint)
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private bool DenyBlockedHits(Vector2 screenPoint)
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{
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if (!UIManager.Instance.IsARViewVisible) return true;
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var pointer = new UnityEngine.EventSystems.PointerEventData(UnityEngine.EventSystems.EventSystem.current);
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pointer.position = screenPoint;
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List<UnityEngine.EventSystems.RaycastResult> results = new List<UnityEngine.EventSystems.RaycastResult>();
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var _raycaster = UIManager.Instance.ARViewBehaviour.GetComponent<UnityEngine.UI.GraphicRaycaster>();
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_raycaster.Raycast(pointer, results);
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return results.Count != 0;
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}
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public void ActivateCrosshairs()
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{
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Vector2 center = new Vector2(Camera.main.pixelWidth / 2, Camera.main.pixelHeight / 2);
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DoRaycast(center);
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DoRaycast(center, false);
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}
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private List<Vector2> GatherScreenPoints()
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