private bool SendHold(EventTriggerType trigger, Vector2 pos) { bool flag = false; ButtonEvent.Event[] holdEvents = this.GetHoldEvents(trigger); if (holdEvents != null) { for (int index = 0; index < holdEvents.Length; ++index) { ButtonEvent.Event ev = holdEvents[index]; if (ev != null && !string.IsNullOrEmpty(ev.eventName) && this.isInteractable) { this.PlaySe(ev); SerializeValueList serializeValueList = new SerializeValueList(ev.valueList); serializeValueList.AddField("_self", ((Component)this).get_gameObject()); serializeValueList.AddField("_pos", pos); if (ev.ignoreLock) { ButtonEvent.ForceInvoke(ev.eventName, (object)serializeValueList); } else { ButtonEvent.Invoke(ev.eventName, (object)serializeValueList); } flag = true; } } } return(flag); }
private bool Send(ButtonEvent.Event[] evs, Vector2 pos, Vector2 vct) { bool flag = false; if (evs != null) { for (int index = 0; index < evs.Length; ++index) { ButtonEvent.Event ev = evs[index]; if (!string.IsNullOrEmpty(ev.eventName) && this.isInteractable) { this.PlaySe(ev); SerializeValueList serializeValueList = new SerializeValueList(ev.valueList); serializeValueList.AddField("_self", ((Component)this).get_gameObject()); serializeValueList.AddField("_pos", pos); serializeValueList.AddField("_vct", vct); if (ev.ignoreLock) { ButtonEvent.ForceInvoke(ev.eventName, (object)serializeValueList); } else { ButtonEvent.Invoke(ev.eventName, (object)serializeValueList); } flag = true; } } } return(flag); }