forked from BilalY/Rasagar
67 lines
1.8 KiB
C#
67 lines
1.8 KiB
C#
namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// A class that can be used for sending simple events via the event system.
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/// </summary>
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public abstract class AbstractEventData
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{
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protected bool m_Used;
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/// <summary>
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/// Reset the event.
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/// </summary>
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public virtual void Reset()
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{
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m_Used = false;
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}
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/// <summary>
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/// Use the event.
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/// </summary>
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/// <remarks>
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/// Internally sets a flag that can be checked via used to see if further processing should happen.
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/// </remarks>
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public virtual void Use()
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{
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m_Used = true;
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}
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/// <summary>
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/// Is the event used?
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/// </summary>
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public virtual bool used
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{
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get { return m_Used; }
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}
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}
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/// <summary>
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/// A class that contains the base event data that is common to all event types in the new EventSystem.
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/// </summary>
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public class BaseEventData : AbstractEventData
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{
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private readonly EventSystem m_EventSystem;
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public BaseEventData(EventSystem eventSystem)
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{
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m_EventSystem = eventSystem;
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}
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/// <summary>
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/// >A reference to the BaseInputModule that sent this event.
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/// </summary>
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public BaseInputModule currentInputModule
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{
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get { return m_EventSystem.currentInputModule; }
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}
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/// <summary>
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/// The object currently considered selected by the EventSystem.
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/// </summary>
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public GameObject selectedObject
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{
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get { return m_EventSystem.currentSelectedGameObject; }
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set { m_EventSystem.SetSelectedGameObject(value, this); }
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}
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}
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}
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