Maze / Library /PackageCache /com.unity.ugui@1.0.0 /Runtime /EventSystem /EventData /BaseEventData.cs
| 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); } | |
| } | |
| } | |
| } | |