C# Class UnityEngine.EventSystems.BaseInputModule

Inheritance: UIBehaviour
ファイルを表示 Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Protected Properties

Property Type Description
m_InputOverride BaseInput

Public Methods

Method Description
ActivateModule ( ) : void

Called when the module is activated. Override this if you want custom code to execute when you activate your module.

DeactivateModule ( ) : void

Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.

IsModuleSupported ( ) : bool

Check to see if the module is supported. Override this if you have a platfrom specific module (eg. TouchInputModule that you do not want to activate on standalone.

IsPointerOverGameObject ( int pointerId ) : bool

Is the pointer with the given ID over an EventSystem object?

Process ( ) : void

Process the current tick for the module.

ShouldActivateModule ( ) : bool

Should be activated.

UpdateModule ( ) : void

Update the internal state of the Module.

Protected Methods

Method Description
BaseInputModule ( ) : System
DetermineMoveDirection ( float x, float y ) : MoveDirection

Given an input movement, determine the best MoveDirection.

DetermineMoveDirection ( float x, float y, float deadZone ) : MoveDirection

Given an input movement, determine the best MoveDirection.

FindCommonRoot ( GameObject g1, GameObject g2 ) : GameObject

Given 2 GameObjects, return a common root GameObject (or null).

FindFirstRaycast ( List candidates ) : RaycastResult
GetAxisEventData ( float x, float y, float moveDeadZone ) : AxisEventData

Given some input data generate an AxisEventData that can be used by the event system.

GetBaseEventData ( ) : BaseEventData

Generate a BaseEventData that can be used by the EventSystem.

HandlePointerExitAndEnter ( PointerEventData currentPointerData, GameObject newEnterTarget ) : void

Handle sending enter and exit events when a new enter targer is found.

OnDisable ( ) : void

See MonoBehaviour.OnDisable.

OnEnable ( ) : void

See MonoBehaviour.OnEnable.

Method Details

ActivateModule() public method

Called when the module is activated. Override this if you want custom code to execute when you activate your module.

public ActivateModule ( ) : void
return void

BaseInputModule() protected method

protected BaseInputModule ( ) : System
return System

DeactivateModule() public method

Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.

public DeactivateModule ( ) : void
return void

DetermineMoveDirection() protected static method

Given an input movement, determine the best MoveDirection.

protected static DetermineMoveDirection ( float x, float y ) : MoveDirection
x float X movement.
y float Y movement.
return MoveDirection

DetermineMoveDirection() protected static method

Given an input movement, determine the best MoveDirection.

protected static DetermineMoveDirection ( float x, float y, float deadZone ) : MoveDirection
x float X movement.
y float Y movement.
deadZone float Dead zone.
return MoveDirection

FindCommonRoot() protected static method

Given 2 GameObjects, return a common root GameObject (or null).

protected static FindCommonRoot ( GameObject g1, GameObject g2 ) : GameObject
g1 UnityEngine.GameObject
g2 UnityEngine.GameObject
return UnityEngine.GameObject

FindFirstRaycast() protected static method

protected static FindFirstRaycast ( List candidates ) : RaycastResult
candidates List
return RaycastResult

GetAxisEventData() protected method

Given some input data generate an AxisEventData that can be used by the event system.

protected GetAxisEventData ( float x, float y, float moveDeadZone ) : AxisEventData
x float X movement.
y float Y movement.
moveDeadZone float Dead Zone.
return AxisEventData

GetBaseEventData() protected method

Generate a BaseEventData that can be used by the EventSystem.

protected GetBaseEventData ( ) : BaseEventData
return BaseEventData

HandlePointerExitAndEnter() protected method

Handle sending enter and exit events when a new enter targer is found.

protected HandlePointerExitAndEnter ( PointerEventData currentPointerData, GameObject newEnterTarget ) : void
currentPointerData PointerEventData
newEnterTarget UnityEngine.GameObject
return void

IsModuleSupported() public method

Check to see if the module is supported. Override this if you have a platfrom specific module (eg. TouchInputModule that you do not want to activate on standalone.

public IsModuleSupported ( ) : bool
return bool

IsPointerOverGameObject() public method

Is the pointer with the given ID over an EventSystem object?

public IsPointerOverGameObject ( int pointerId ) : bool
pointerId int Pointer ID.
return bool

OnDisable() protected method

See MonoBehaviour.OnDisable.

protected OnDisable ( ) : void
return void

OnEnable() protected method

See MonoBehaviour.OnEnable.

protected OnEnable ( ) : void
return void

Process() public abstract method

Process the current tick for the module.

public abstract Process ( ) : void
return void

ShouldActivateModule() public method

Should be activated.

public ShouldActivateModule ( ) : bool
return bool

UpdateModule() public method

Update the internal state of the Module.

public UpdateModule ( ) : void
return void

Property Details

m_InputOverride protected_oe property

protected BaseInput,UnityEngine.EventSystems m_InputOverride
return BaseInput