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66 lines
1.8 KiB
66 lines
1.8 KiB
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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