C# Класс UnityEngine.EventSystems.BaseInputModule

Наследование: UIBehaviour
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Защищенные свойства (Protected)

Свойство Тип Описание
m_InputOverride BaseInput

Открытые методы

Метод Описание
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.

Защищенные методы

Метод Описание
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.

Описание методов

ActivateModule() публичный Метод

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

public ActivateModule ( ) : void
Результат void

BaseInputModule() защищенный Метод

protected BaseInputModule ( ) : System
Результат System

DeactivateModule() публичный Метод

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

public DeactivateModule ( ) : void
Результат void

DetermineMoveDirection() защищенный статический Метод

Given an input movement, determine the best MoveDirection.

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

DetermineMoveDirection() защищенный статический Метод

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.
Результат MoveDirection

FindCommonRoot() защищенный статический Метод

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

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

FindFirstRaycast() защищенный статический Метод

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

GetAxisEventData() защищенный Метод

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.
Результат AxisEventData

GetBaseEventData() защищенный Метод

Generate a BaseEventData that can be used by the EventSystem.

protected GetBaseEventData ( ) : BaseEventData
Результат BaseEventData

HandlePointerExitAndEnter() защищенный Метод

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
Результат void

IsModuleSupported() публичный Метод

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
Результат bool

IsPointerOverGameObject() публичный Метод

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

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

OnDisable() защищенный Метод

See MonoBehaviour.OnDisable.

protected OnDisable ( ) : void
Результат void

OnEnable() защищенный Метод

See MonoBehaviour.OnEnable.

protected OnEnable ( ) : void
Результат void

Process() публичный абстрактный Метод

Process the current tick for the module.

public abstract Process ( ) : void
Результат void

ShouldActivateModule() публичный Метод

Should be activated.

public ShouldActivateModule ( ) : bool
Результат bool

UpdateModule() публичный Метод

Update the internal state of the Module.

public UpdateModule ( ) : void
Результат void

Описание свойств

m_InputOverride защищенное свойство

protected BaseInput,UnityEngine.EventSystems m_InputOverride
Результат BaseInput