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- 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); }
- }
- }
- }
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