/// <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; }
/// <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)); } }
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); } }