test
This commit is contained in:
@@ -0,0 +1,66 @@
|
||||
namespace UnityEngine.EventSystems
|
||||
{
|
||||
/// <summary>
|
||||
/// A class that can be used for sending simple events via the event system.
|
||||
/// </summary>
|
||||
public abstract class AbstractEventData
|
||||
{
|
||||
protected bool m_Used;
|
||||
|
||||
/// <summary>
|
||||
/// Reset the event.
|
||||
/// </summary>
|
||||
public virtual void Reset()
|
||||
{
|
||||
m_Used = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Use the event.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Internally sets a flag that can be checked via used to see if further processing should happen.
|
||||
/// </remarks>
|
||||
public virtual void Use()
|
||||
{
|
||||
m_Used = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the event used?
|
||||
/// </summary>
|
||||
public virtual bool used
|
||||
{
|
||||
get { return m_Used; }
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A class that contains the base event data that is common to all event types in the new EventSystem.
|
||||
/// </summary>
|
||||
public class BaseEventData : AbstractEventData
|
||||
{
|
||||
private readonly EventSystem m_EventSystem;
|
||||
public BaseEventData(EventSystem eventSystem)
|
||||
{
|
||||
m_EventSystem = eventSystem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// >A reference to the BaseInputModule that sent this event.
|
||||
/// </summary>
|
||||
public BaseInputModule currentInputModule
|
||||
{
|
||||
get { return m_EventSystem.currentInputModule; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The object currently considered selected by the EventSystem.
|
||||
/// </summary>
|
||||
public GameObject selectedObject
|
||||
{
|
||||
get { return m_EventSystem.currentSelectedGameObject; }
|
||||
set { m_EventSystem.SetSelectedGameObject(value, this); }
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user