/// <summary>
        /// Generate a BaseEventData that can be used by the EventSystem.
        /// </summary>
        protected virtual BaseEventData GetBaseEventData()
        {
            if (m_BaseEventData == null)
                m_BaseEventData = new BaseEventData(eventSystem);

            m_BaseEventData.Reset();
            return m_BaseEventData;
        }
Exemple #2
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        /// <summary>
        /// Generate a BaseEventData that can be used by the EventSystem.
        /// 生成一个BaseEventData
        /// </summary>
        protected virtual BaseEventData GetBaseEventData()
        {
            if (m_BaseEventData == null)
            {
                m_BaseEventData = new BaseEventData(eventSystem);
            }

            //设置m_Used标记为假,表示该事件数据未被使用过
            m_BaseEventData.Reset();
            return(m_BaseEventData);
        }
 static public int Reset(IntPtr l)
 {
     try {
         UnityEngine.EventSystems.BaseEventData self = (UnityEngine.EventSystems.BaseEventData)checkSelf(l);
         self.Reset();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #4
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 static public int Reset(IntPtr l)
 {
     try{
         UnityEngine.EventSystems.BaseEventData self = (UnityEngine.EventSystems.BaseEventData)checkSelf(l);
         self.Reset();
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }