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