forked from BilalY/Rasagar
75 lines
2.4 KiB
C#
75 lines
2.4 KiB
C#
|
#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
|
||
|
using UnityEngine.EventSystems;
|
||
|
|
||
|
namespace UnityEngine.InputSystem.UI
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// A modified EventSystem class, which allows multiple players to have their own instances of a UI,
|
||
|
/// each with it's own selection.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// You can use the <see cref="playerRoot"/> property to specify a part of the hierarchy belonging to the current player.
|
||
|
/// Mouse selection will ignore any game objects not within this hierarchy, and all other navigation, using keyboard or
|
||
|
/// gamepad for example, will be constrained to game objects under that hierarchy.
|
||
|
/// </remarks>
|
||
|
[HelpURL(InputSystem.kDocUrl + "/manual/UISupport.html#multiplayer-uis")]
|
||
|
public class MultiplayerEventSystem : EventSystem
|
||
|
{
|
||
|
[Tooltip("If set, only process mouse and navigation events for any game objects which are children of this game object.")]
|
||
|
[SerializeField] private GameObject m_PlayerRoot;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The root object of the UI hierarchy that belongs to the given player.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This can either be an entire <c>Canvas</c> or just part of the hierarchy of
|
||
|
/// a specific <c>Canvas</c>.
|
||
|
/// </remarks>
|
||
|
public GameObject playerRoot
|
||
|
{
|
||
|
get => m_PlayerRoot;
|
||
|
set
|
||
|
{
|
||
|
m_PlayerRoot = value;
|
||
|
InitializePlayerRoot();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected override void OnEnable()
|
||
|
{
|
||
|
base.OnEnable();
|
||
|
|
||
|
InitializePlayerRoot();
|
||
|
}
|
||
|
|
||
|
protected override void OnDisable()
|
||
|
{
|
||
|
base.OnDisable();
|
||
|
}
|
||
|
|
||
|
private void InitializePlayerRoot()
|
||
|
{
|
||
|
if (m_PlayerRoot == null) return;
|
||
|
|
||
|
var inputModule = GetComponent<InputSystemUIInputModule>();
|
||
|
if (inputModule != null)
|
||
|
inputModule.localMultiPlayerRoot = m_PlayerRoot;
|
||
|
}
|
||
|
|
||
|
protected override void Update()
|
||
|
{
|
||
|
var originalCurrent = current;
|
||
|
current = this; // in order to avoid reimplementing half of the EventSystem class, just temporarily assign this EventSystem to be the globally current one
|
||
|
try
|
||
|
{
|
||
|
base.Update();
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
current = originalCurrent;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|