public override void Initialize(UnityEngine.Object[] targets)
 {
     base.Initialize(targets);
     this.m_TargetEvents       = new Dictionary <GameObject, List <InterceptedEventsPreview.ComponentInterceptedEvents> >(((IEnumerable <UnityEngine.Object>)targets).Count <UnityEngine.Object>());
     this.m_InterceptsAnyEvent = false;
     for (int index = 0; index < targets.Length; ++index)
     {
         GameObject target = targets[index] as GameObject;
         List <InterceptedEventsPreview.ComponentInterceptedEvents> eventsInfo = InterceptedEventsPreview.GetEventsInfo(target);
         this.m_TargetEvents.Add(target, eventsInfo);
         if (eventsInfo.Any <InterceptedEventsPreview.ComponentInterceptedEvents>())
         {
             this.m_InterceptsAnyEvent = true;
         }
     }
 }
Esempio n. 2
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 public override void Initialize(UnityEngine.Object[] targets)
 {
     base.Initialize(targets);
     this.m_TargetEvents       = new Dictionary <GameObject, List <InterceptedEventsPreview.ComponentInterceptedEvents> >(targets.Count <UnityEngine.Object>());
     this.m_InterceptsAnyEvent = false;
     for (int i = 0; i < targets.Length; i++)
     {
         GameObject gameObject = targets[i] as GameObject;
         List <InterceptedEventsPreview.ComponentInterceptedEvents> eventsInfo = InterceptedEventsPreview.GetEventsInfo(gameObject);
         this.m_TargetEvents.Add(gameObject, eventsInfo);
         if (eventsInfo.Any <InterceptedEventsPreview.ComponentInterceptedEvents>())
         {
             this.m_InterceptsAnyEvent = true;
         }
     }
 }