C# 클래스 UnityEngine.EventSystems.BaseInputModule

상속: UIBehaviour
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
m_InputOverride BaseInput

공개 메소드들

메소드 설명
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.

보호된 메소드들

메소드 설명
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.

메소드 상세

ActivateModule() 공개 메소드

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

public ActivateModule ( ) : void
리턴 void

BaseInputModule() 보호된 메소드

protected BaseInputModule ( ) : System
리턴 System

DeactivateModule() 공개 메소드

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

public DeactivateModule ( ) : void
리턴 void

DetermineMoveDirection() 보호된 정적인 메소드

Given an input movement, determine the best MoveDirection.

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

DetermineMoveDirection() 보호된 정적인 메소드

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.
리턴 MoveDirection

FindCommonRoot() 보호된 정적인 메소드

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

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

FindFirstRaycast() 보호된 정적인 메소드

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

GetAxisEventData() 보호된 메소드

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.
리턴 AxisEventData

GetBaseEventData() 보호된 메소드

Generate a BaseEventData that can be used by the EventSystem.

protected GetBaseEventData ( ) : BaseEventData
리턴 BaseEventData

HandlePointerExitAndEnter() 보호된 메소드

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
리턴 void

IsModuleSupported() 공개 메소드

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
리턴 bool

IsPointerOverGameObject() 공개 메소드

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

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

OnDisable() 보호된 메소드

See MonoBehaviour.OnDisable.

protected OnDisable ( ) : void
리턴 void

OnEnable() 보호된 메소드

See MonoBehaviour.OnEnable.

protected OnEnable ( ) : void
리턴 void

Process() 공개 추상적인 메소드

Process the current tick for the module.

public abstract Process ( ) : void
리턴 void

ShouldActivateModule() 공개 메소드

Should be activated.

public ShouldActivateModule ( ) : bool
리턴 bool

UpdateModule() 공개 메소드

Update the internal state of the Module.

public UpdateModule ( ) : void
리턴 void

프로퍼티 상세

m_InputOverride 보호되어 있는 프로퍼티

protected BaseInput,UnityEngine.EventSystems m_InputOverride
리턴 BaseInput