IsPointerOverGameObject() public method

Is the pointer with the given ID over an EventSystem object?

public IsPointerOverGameObject ( int pointerId ) : bool
pointerId int Pointer ID.
return bool
 static public int IsPointerOverGameObject(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         var ret = self.IsPointerOverGameObject(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #2
0
 public bool IsPointerOverGameObject(int pointerId)
 {
     if (m_CurrentInputModule == null)
     {
         return(false);
     }
     return(m_CurrentInputModule.IsPointerOverGameObject(pointerId));
 }
 static public int IsPointerOverGameObject(IntPtr l)
 {
     try {
         UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         var ret = self.IsPointerOverGameObject(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int IsPointerOverGameObject(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.EventSystems.BaseInputModule obj = (UnityEngine.EventSystems.BaseInputModule)ToLua.CheckObject <UnityEngine.EventSystems.BaseInputModule>(L, 1);
         int  arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
         bool o    = obj.IsPointerOverGameObject(arg0);
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #5
0
 /// <summary>
 /// Is the pointer with the given ID over an EventSystem object?
 /// </summary>
 /// <remarks>
 /// If you use IsPointerOverGameObject() without a parameter, it points to the "left mouse button" (pointerId = -1); therefore when you use IsPointerOverGameObject for touch, you should consider passing a pointerId to it
 /// Note that for touch, IsPointerOverGameObject should be used with ''OnMouseDown()'' or ''Input.GetMouseButtonDown(0)'' or ''Input.GetTouch(0).phase == TouchPhase.Began''.
 /// </remarks>
 /// <example>
 /// <code>
 /// using UnityEngine;
 /// using System.Collections;
 /// using UnityEngine.EventSystems;
 ///
 /// public class MouseExample : MonoBehaviour
 /// {
 ///     void Update()
 ///     {
 ///         // Check if the left mouse button was clicked
 ///         if (Input.GetMouseButtonDown(0))
 ///         {
 ///             // Check if the mouse was clicked over a UI element
 ///             if (EventSystem.current.IsPointerOverGameObject())
 ///             {
 ///                 Debug.Log("Clicked on the UI");
 ///             }
 ///         }
 ///     }
 /// }
 /// </code>
 /// </example>
 public bool IsPointerOverGameObject(int pointerId)
 {
     return(m_CurrentInputModule != null && m_CurrentInputModule.IsPointerOverGameObject(pointerId));
 }