Event Data associated with Axis Events (Controller / Keyboard).
// Update is called once per frame void Update() { // Submit button if (ButtonDown("Submit")) { ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, new BaseEventData(eventSystem), ExecuteEvents.submitHandler); } // Cancel button if (ButtonDown("Menu")) { ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, new BaseEventData(eventSystem), ExecuteEvents.cancelHandler); } // Direction buttons if (ButtonDown("MenuUp")) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Up; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } else if (ButtonDown("MenuDown")) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Down; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } else if (ButtonDown("MenuLeft")) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Left; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } else if (ButtonDown("MenuRight")) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Right; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } }
// ####################################################################################################################################### Methods /// <summary> /// Input cycle /// </summary> void Update() { input_timer -= Time.deltaTime; if (input_timer <= 0f) { AxisEventData ad = new AxisEventData(EventSystem.current); //BaseEventData bd = new BaseEventData(EventSystem.current); if (Controls.Control.GetLH() > 0.5f) { ad.moveDir = MoveDirection.Right; } else if (Controls.Control.GetLH() < -0.5f) { ad.moveDir = MoveDirection.Left; } else if (Controls.Control.GetLV() > 0.5f) { ad.moveDir = MoveDirection.Up; } else if (Controls.Control.GetLV() < -0.5f) { ad.moveDir = MoveDirection.Down; } else if (Controls.Control.GetADown()) { ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, new BaseEventData(EventSystem.current), ExecuteEvents.submitHandler); } else { return; } ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, ad, ExecuteEvents.moveHandler); input_timer = InputDelay; } }
static public int constructor(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.AxisEventData o; UnityEngine.EventSystems.EventSystem a1; checkType(l, 2, out a1); o = new UnityEngine.EventSystems.AxisEventData(a1); pushValue(l, true); pushValue(l, o); 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 }
public void Call(UnityEngine.EventSystems.AxisEventData param0) { func.BeginPCall(); func.PushObject(param0); func.PCall(); func.EndPCall(); }
static public int set_moveVector(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.AxisEventData self = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.moveVector = v; pushValue(l, true); return(1); } 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 }
static int OnMove(IntPtr L) { L.ChkArgsCount(2); UnityEngine.UI.Selectable obj = (UnityEngine.UI.Selectable)L.ChkUnityObjectSelf(1, "UnityEngine.UI.Selectable"); UnityEngine.EventSystems.AxisEventData arg0 = (UnityEngine.EventSystems.AxisEventData)L.ChkUserData(2, typeof(UnityEngine.EventSystems.AxisEventData)); obj.OnMove(arg0); return(0); }
static public int set_moveVector(IntPtr l) { UnityEngine.EventSystems.AxisEventData o = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); o.moveVector = v; return(0); }
static public int set_moveDir(IntPtr l) { UnityEngine.EventSystems.AxisEventData o = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); UnityEngine.EventSystems.MoveDirection v; checkEnum(l, 2, out v); o.moveDir = v; return(0); }
static int OnMove(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 2); UnityEngine.UI.Slider obj = (UnityEngine.UI.Slider)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UnityEngine.UI.Slider"); UnityEngine.EventSystems.AxisEventData arg0 = (UnityEngine.EventSystems.AxisEventData)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.EventSystems.AxisEventData)); obj.OnMove(arg0); return(0); }
static int OnMove(IntPtr L) { L.ChkArgsCount(2); ZFrame.UGUI.UIEventTrigger obj = (ZFrame.UGUI.UIEventTrigger)L.ChkUnityObjectSelf(1, "ZFrame.UGUI.UIEventTrigger"); UnityEngine.EventSystems.AxisEventData arg0 = (UnityEngine.EventSystems.AxisEventData)L.ChkUserData(2, typeof(UnityEngine.EventSystems.AxisEventData)); obj.OnMove(arg0); return(0); }
static public int constructor(IntPtr l) { UnityEngine.EventSystems.AxisEventData o; UnityEngine.EventSystems.EventSystem a1; checkType(l, 2, out a1); o = new UnityEngine.EventSystems.AxisEventData(a1); pushObject(l, o); return(1); }
static int OnMove(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 2); Toggle obj = LuaScriptMgr.GetNetObject <Toggle>(L, 1); EventSystems.AxisEventData arg0 = LuaScriptMgr.GetNetObject <EventSystems.AxisEventData>(L, 2); obj.OnMove(arg0); return(0); }
/// <summary> /// Given some input data generate an AxisEventData that can be used by the event system. /// </summary> /// <param name="x">X movement.</param> /// <param name="y">Y movement.</param> /// <param name="deadZone">Dead zone.</param> protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone) { if (m_AxisEventData == null) m_AxisEventData = new AxisEventData(eventSystem); m_AxisEventData.Reset(); m_AxisEventData.moveVector = new Vector2(x, y); m_AxisEventData.moveDir = DetermineMoveDirection(x, y, moveDeadZone); return m_AxisEventData; }
static public int get_moveDir(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData self = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); pushEnum(l, (int)self.moveDir); return(1); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// /// <para> /// Given some input data generate an AxisEventData that can be used by the event system. /// </para> /// /// </summary> /// <param name="x">X movement.</param><param name="y">Y movement.</param><param name="moveDeadZone">Dead Zone.</param> protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone) { if (this.m_AxisEventData == null) { this.m_AxisEventData = new AxisEventData(this.eventSystem); } this.m_AxisEventData.Reset(); this.m_AxisEventData.moveVector = new Vector2(x, y); this.m_AxisEventData.moveDir = BaseInputModule.DetermineMoveDirection(x, y, moveDeadZone); return(this.m_AxisEventData); }
static public int get_moveVector(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData self = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); pushValue(l, true); pushValue(l, self.moveVector); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_moveVector(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData self = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); pushValue(l, self.moveVector); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
protected bool SendMoveEventToSelectedObject() { float unscaledTime = Time.unscaledTime; Vector2 rawMoveVector = this.GetRawMoveVector(); bool result; if (Mathf.Approximately(rawMoveVector.x, 0f) && Mathf.Approximately(rawMoveVector.y, 0f)) { this.m_ConsecutiveMoveCount = 0; result = false; } else { bool flag = base.input.GetButtonDown(this.m_HorizontalAxis) || base.input.GetButtonDown(this.m_VerticalAxis); bool flag2 = Vector2.Dot(rawMoveVector, this.m_LastMoveVector) > 0f; if (!flag) { if (flag2 && this.m_ConsecutiveMoveCount == 1) { flag = (unscaledTime > this.m_PrevActionTime + this.m_RepeatDelay); } else { flag = (unscaledTime > this.m_PrevActionTime + 1f / this.m_InputActionsPerSecond); } } if (!flag) { result = false; } else { AxisEventData axisEventData = this.GetAxisEventData(rawMoveVector.x, rawMoveVector.y, 0.6f); if (axisEventData.moveDir != MoveDirection.None) { ExecuteEvents.Execute <IMoveHandler>(base.eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); if (!flag2) { this.m_ConsecutiveMoveCount = 0; } this.m_ConsecutiveMoveCount++; this.m_PrevActionTime = unscaledTime; this.m_LastMoveVector = rawMoveVector; } else { this.m_ConsecutiveMoveCount = 0; } result = axisEventData.used; } } return(result); }
static public int set_moveDir(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData self = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); UnityEngine.EventSystems.MoveDirection v; checkEnum(l, 2, out v); self.moveDir = v; return(0); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Given some input data generate an AxisEventData that can be used by the event system. /// 生成一个AxisEventData /// </summary> /// <param name="x">X movement.</param> /// <param name="y">Y movement.</param> /// <param name="moveDeadZone">Dead zone.</param> protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone) { if (m_AxisEventData == null) { m_AxisEventData = new AxisEventData(eventSystem); } //设置m_Used标记为假,表示该事件数据未被使用过 m_AxisEventData.Reset(); m_AxisEventData.moveVector = new Vector2(x, y); m_AxisEventData.moveDir = DetermineMoveDirection(x, y, moveDeadZone); return(m_AxisEventData); }
protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone) { /* used in StandaloneInputModule.SendMoveEventToSelectedObject() * create new AxisEventData and assign m_AxisEventData to it * update its fields */ if (this.m_AxisEventData == null) { this.m_AxisEventData = new AxisEventData(this.eventSystem); } this.m_AxisEventData.Reset(); this.m_AxisEventData.moveVector = new Vector2(x, y); this.m_AxisEventData.moveDir = BaseInputModule.DetermineMoveDirection(x, y, moveDeadZone); return(this.m_AxisEventData); }
static int QPYX_OnMove_YXQP(IntPtr L_YXQP) { try { ToLua.CheckArgsCount(L_YXQP, 2); UnityEngine.UI.Scrollbar QPYX_obj_YXQP = (UnityEngine.UI.Scrollbar)ToLua.CheckObject <UnityEngine.UI.Scrollbar>(L_YXQP, 1); UnityEngine.EventSystems.AxisEventData QPYX_arg0_YXQP = (UnityEngine.EventSystems.AxisEventData)ToLua.CheckObject <UnityEngine.EventSystems.AxisEventData>(L_YXQP, 2); QPYX_obj_YXQP.OnMove(QPYX_arg0_YXQP); return(0); } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static public int set_moveVector(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData self = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.moveVector = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData o; UnityEngine.EventSystems.EventSystem a1; checkType(l, 2, out a1); o = new UnityEngine.EventSystems.AxisEventData(a1); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_moveVector(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData self = (UnityEngine.EventSystems.AxisEventData)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.moveVector = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int OnMove(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.UI.Selectable obj = (UnityEngine.UI.Selectable)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.Selectable)); UnityEngine.EventSystems.AxisEventData arg0 = (UnityEngine.EventSystems.AxisEventData)ToLua.CheckObject(L, 2, typeof(UnityEngine.EventSystems.AxisEventData)); obj.OnMove(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int OnMove(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.UI.Slider obj = (UnityEngine.UI.Slider)ToLua.CheckObject <UnityEngine.UI.Slider>(L, 1); UnityEngine.EventSystems.AxisEventData arg0 = (UnityEngine.EventSystems.AxisEventData)ToLua.CheckObject <UnityEngine.EventSystems.AxisEventData>(L, 2); obj.OnMove(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.EventSystems.AxisEventData o; if (matchType(l, 1, typeof(UnityEngine.EventSystems.EventSystem))) { UnityEngine.EventSystems.EventSystem a1; checkType(l, 1, out a1); o = new UnityEngine.EventSystems.AxisEventData(a1); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
public override void OnMove (AxisEventData eventData) { switch (eventData.moveDir) { case MoveDirection.Left: Count.Value -= 1; break; case MoveDirection.Right: Count.Value += 1; break; default: base.OnMove(eventData); break; } }
static int set_moveVector(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.EventSystems.AxisEventData obj = (UnityEngine.EventSystems.AxisEventData)o; UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); obj.moveVector = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index moveVector on a nil value")); } }
static int get_moveDir(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.EventSystems.AxisEventData obj = (UnityEngine.EventSystems.AxisEventData)o; UnityEngine.EventSystems.MoveDirection ret = obj.moveDir; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index moveDir on a nil value")); } }
static int set_moveDir(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.EventSystems.AxisEventData obj = (UnityEngine.EventSystems.AxisEventData)o; UnityEngine.EventSystems.MoveDirection arg0 = (UnityEngine.EventSystems.MoveDirection)ToLua.CheckObject(L, 2, typeof(UnityEngine.EventSystems.MoveDirection)); obj.moveDir = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index moveDir on a nil value")); } }
// Token: 0x06000260 RID: 608 RVA: 0x0001ED08 File Offset: 0x0001CF08 private bool SendMoveEventToSelectedObject() { float unscaledTime = Time.unscaledTime; if (!this.AllowMoveEventProcessing(unscaledTime)) { return(false); } Vector2 rawMoveVector = this.GetRawMoveVector(); AxisEventData axisEventData = this.GetAxisEventData(rawMoveVector.x, rawMoveVector.y, 0.6f); if (!Mathf.Approximately(axisEventData.moveVector.x, 0f) || !Mathf.Approximately(axisEventData.moveVector.y, 0f)) { ExecuteEvents.Execute <IMoveHandler>(base.eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } this.m_NextAction = unscaledTime + 1f / this.m_InputActionsPerSecond; return(axisEventData.used); }
public void OnMove(AxisEventData eventData) { if (onMove != null) onMove.CallEventHandle(this.gameObject, eventData); }
// Convenience function -- change the selection to the specified object if it's not null and happens to be active. void Navigate(AxisEventData eventData, Selectable sel) { if (sel != null && sel.IsActive()) eventData.selectedObject = sel.gameObject; }
public override void OnMove(AxisEventData eventData) { if (onMove != null) onMove(gameObject); }
public void OnMove(AxisEventData eventData){ Send("OnMove", eventData); }
public override void OnMove(AxisEventData eventData) { //Debug.Log("OnMove"); base.OnMove(eventData); }
void IMoveHandler.OnMove(AxisEventData eventData) { if (onMove != null) onMove.OnNext(eventData); }
protected virtual void OnMove(AxisEventData eventData) { }
public virtual void OnMove(AxisEventData e) { //Debug.Log("Move:" + e); }
private void Navigate(AxisEventData eventData, Selectable sel) { if (!((UnityEngine.Object) sel != (UnityEngine.Object) null) || !sel.IsActive()) return; eventData.selectedObject = sel.gameObject; }
/// <summary> /// Raises the move event. /// </summary> /// <param name="eventData">Event data.</param> public override void OnMove(AxisEventData eventData) { if (!IsActive() || !IsInteractable()) { base.OnMove(eventData); return; } switch (eventData.moveDir) { case MoveDirection.Left: if (IsHorizontal() && FindSelectableOnLeft()==null) { Decrease(); } else { base.OnMove(eventData); } break; case MoveDirection.Right: if (IsHorizontal() && FindSelectableOnRight()==null) { Increase(); } else { base.OnMove(eventData); } break; case MoveDirection.Up: if (!IsHorizontal() && FindSelectableOnUp()==null) { Increase(); } else { base.OnMove(eventData); } break; case MoveDirection.Down: if (!IsHorizontal() && FindSelectableOnDown()==null) { Decrease(); } else { base.OnMove(eventData); } break; } }
public void OnMove(AxisEventData eventData) { Debug.Log ( "OnMove : " + eventData ); }
public virtual void OnMove(AxisEventData eventData) { ; }
public override void OnMove(AxisEventData eventData) { if (UiMove != null) UiMove(this, eventData); }
void IMoveHandler.OnMove(AxisEventData eventData) { SendMessage(UIEvents.OnMove, eventData); }
public void OnMove(AxisEventData eventData) { Publish(this); }
public virtual void OnMove(AxisEventData eventData) { MethodParamList paramTypeList = CLRSharpManager.instance.getParamTypeList(typeof(AxisEventData)); object[] paramList = new object[] { eventData }; doFun(GMBEventMethod.OnMove, paramTypeList, paramList); }
// Manage general inputs void Update() { if (ButtonDown("Menu")) { if (!GameManager.paused) { Lock(); PausePanel.ShowPanel(); GameManager.PauseGame(); menuMode = true; } else { ResumeGame(); } } else if (locked == 0) { // Switch Players Buttons if (ButtonDown("Character1")) { characterManager.ActivateCharacter(0); } else if (ButtonDown("Character2")) { characterManager.ActivateCharacter(1); } else if (ButtonDown("Character3")) { characterManager.ActivateCharacter(2); } else if (ButtonDown("NextCharacter")) { characterManager.ActivateNextCharacter(); } else if (ButtonDown("PrevCharacter")) { characterManager.ActivatePreviousCharacter(); } else // Abilities Buttons if (ButtonDown("Ability1")) { abilityControl.ActivateAbility1(); } else if (ButtonDown("Ability2")) { abilityControl.ActivateAbility2(); } else // Use Button if (ButtonDown("Use")) { characterStatus.UseButton(); } else // Jump button if (ButtonDown("Jump")) { jumpButton = 2; } else if (ButtonUp("Jump")) { characterStatus.JumpButtonUp(); } else if (Button("Jump")) { if (jumpButton != 2) { jumpButton = 1; } } else // Suicide button if ((Button("Sacrifice1")) && (Button("Sacrifice2"))) { characterStatus.SacrificeButtons(); } else if ((ButtonUp("Sacrifice1")) || (ButtonUp("Sacrifice2"))) { characterStatus.SacrificeButtonsUp(); } // Movement buttons horizontalButton = ButtonValue("Horizontal"); verticalButton = ButtonValue("Vertical"); } else if (menuMode) { // Controla únicamente la entrada por mando, ya que el EventSystem no lo hace // Submit button if (GetControlDown(GetButtonControl("Jump"))) { ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, new BaseEventData(eventSystem), ExecuteEvents.submitHandler); } // Direction buttons if (GetControlDown(GetButtonControl("MenuUp"))) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Up; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } else if (GetControlDown(GetButtonControl("MenuDown"))) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Down; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } else if (GetControlDown(GetButtonControl("MenuLeft"))) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Left; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } else if (GetControlDown(GetButtonControl("MenuRight"))) { AxisEventData axisEventData = new AxisEventData(eventSystem); axisEventData.moveDir = MoveDirection.Right; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler); } } else { //Pasar mensajes if (ButtonDown("Use")) { if (messageManager.ShowingMessage()) { messageManager.SkipText(); } } } }
public void OnMove(AxisEventData eventData) { if (eventData.moveDir == MoveDirection.Left && leftPanel.GetComponent<Image>().enabled) MoveSelection(-1); if (eventData.moveDir == MoveDirection.Right && rightPanel.GetComponent<Image>().enabled) MoveSelection(1); }
public void OnMove(AxisEventData eventData) { if (FuncOnMove != null) { #if !_DEBUG try { #endif FuncOnMove.Invoke(eventData); #if !_DEBUG } catch (Exception e) { ExceptionHandler.LogException(e); } #endif } }
public virtual void OnMove(AxisEventData eventData) { callIfExist(idOnMove, eventData); }
// Process is called by UI system to process events public override void Process() { VRCursorController cursor= VRCursorController.GetInstance(); // send update events if there is a selected object - this is important for InputField to receive keyboard events SendUpdateEventToSelectedObject(); // see if there is a UI element that is currently being looked at PointerEventData lookData = GetLookPointerEventData(); m_currentHoverObject = lookData.pointerCurrentRaycast.gameObject; // handle enter and exit events (highlight) // using the function that is already defined in BaseInputModule HandlePointerExitAndEnter(lookData, m_currentHoverObject); // Cursor Pressed Handling if (cursor.GetCursorPressed()) { ClearSelection(); lookData.pressPosition = lookData.position; lookData.pointerPressRaycast = lookData.pointerCurrentRaycast; lookData.pointerPress = null; if (m_currentHoverObject != null) { GameObject newPressed = null; m_currentPressedObject = m_currentHoverObject; newPressed = ExecuteEvents.ExecuteHierarchy(m_currentPressedObject, lookData, ExecuteEvents.pointerDownHandler); if (newPressed == null) { // some UI elements might only have click handler and not pointer down handler newPressed = ExecuteEvents.ExecuteHierarchy(m_currentPressedObject, lookData, ExecuteEvents.pointerClickHandler); if (newPressed != null) { m_currentPressedObject = newPressed; } } else { m_currentPressedObject = newPressed; // we want to do click on button down at same time, unlike regular mouse processing // which does click when mouse goes up over same object it went down on // reason to do this is head tracking might be jittery and this makes it easier to click buttons ExecuteEvents.Execute(newPressed, lookData, ExecuteEvents.pointerClickHandler); } if (newPressed != null) { lookData.pointerPress = newPressed; m_currentPressedObject = newPressed; Select(m_currentPressedObject); } if (ExecuteEvents.Execute(m_currentPressedObject, lookData, ExecuteEvents.beginDragHandler)) { lookData.pointerDrag = m_currentPressedObject; m_currentDraggingObject = m_currentPressedObject; } } } // Cursor release handling if (cursor.GetCursorReleased()) { if (m_currentDraggingObject) { ExecuteEvents.Execute(m_currentDraggingObject,lookData,ExecuteEvents.endDragHandler); if (m_currentHoverObject != null) { ExecuteEvents.ExecuteHierarchy(m_currentHoverObject,lookData,ExecuteEvents.dropHandler); } lookData.pointerDrag = null; m_currentDraggingObject = null; } if (m_currentPressedObject) { ExecuteEvents.Execute(m_currentPressedObject,lookData,ExecuteEvents.pointerUpHandler); lookData.rawPointerPress = null; lookData.pointerPress = null; m_currentPressedObject = null; } } // Drag handling if (m_currentDraggingObject != null) { ExecuteEvents.Execute(m_currentDraggingObject,lookData,ExecuteEvents.dragHandler); } // Scroll Handling if (eventSystem.currentSelectedGameObject != null) { float scrollAmount = cursor.GetCursorScroll(); if (scrollAmount > 0.01f || scrollAmount < -0.01f) { Slider slider = eventSystem.currentSelectedGameObject.GetComponent<Slider>(); if (slider != null) { float multiplier = slider.maxValue - slider.minValue; slider.value += scrollAmount*ScrollSpeedMultiplier*multiplier; } else { Scrollbar scrollBar = eventSystem.currentSelectedGameObject.GetComponent<Scrollbar>(); if (scrollBar != null) { scrollBar.value += scrollAmount*ScrollSpeedMultiplier; } } } } // Tab Handling if (eventSystem.currentSelectedGameObject != null && Input.GetKeyUp(KeyCode.Tab)) { AxisEventData axisData = new AxisEventData(this.eventSystem); axisData.moveDir = MoveDirection.Down; ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisData, ExecuteEvents.moveHandler); } }
/// <summary> /// <para>Determine in which of the 4 move directions the next selectable object should be found.</para> /// </summary> /// <param name="eventData">The EventData usually sent by the EventSystem.</param> public virtual void OnMove(AxisEventData eventData) { switch (eventData.moveDir) { case MoveDirection.Left: this.Navigate(eventData, this.FindSelectableOnLeft()); break; case MoveDirection.Up: this.Navigate(eventData, this.FindSelectableOnUp()); break; case MoveDirection.Right: this.Navigate(eventData, this.FindSelectableOnRight()); break; case MoveDirection.Down: this.Navigate(eventData, this.FindSelectableOnDown()); break; } }
public override void OnMove(AxisEventData eventData) { if (onPointerEnter != null) onPointerEnter(eventData.selectedObject, eventData); }
/// <summary> /// <para>Given some input data generate an AxisEventData that can be used by the event system.</para> /// </summary> /// <param name="x">X movement.</param> /// <param name="y">Y movement.</param> /// <param name="moveDeadZone">Dead Zone.</param> protected virtual AxisEventData GetAxisEventData(float x, float y, float moveDeadZone) { if (this.m_AxisEventData == null) { this.m_AxisEventData = new AxisEventData(this.eventSystem); } this.m_AxisEventData.Reset(); this.m_AxisEventData.moveVector = new Vector2(x, y); this.m_AxisEventData.moveDir = DetermineMoveDirection(x, y, moveDeadZone); return this.m_AxisEventData; }
override public void OnMove(AxisEventData eventData) { if (OnMoveDelegate != null) OnMoveDelegate(gameObject, eventData); }
static public int constructor(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData o; UnityEngine.EventSystems.EventSystem a1; checkType(l,2,out a1); o=new UnityEngine.EventSystems.AxisEventData(a1); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
public static int constructor(IntPtr l) { try { UnityEngine.EventSystems.AxisEventData o; UnityEngine.EventSystems.EventSystem a1; checkType(l,2,out a1); o=new UnityEngine.EventSystems.AxisEventData(a1); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }