public static void Key(this GameObject recv, KeyCode key) { Util.MSG(recv, "OnKey", Boxed.Box(key), true); }
public static void MidPress(this GameObject recv, bool press) { Util.MSG(recv, "OnMidPress", Boxed.Box(press), true); }
public static void Hover(this GameObject recv, bool highlight) { Util.MSG(recv, "OnHover", Boxed.Box(highlight), true); }
public static void Input(this GameObject recv, string input) { Util.MSG(recv, "OnInput", Boxed.Box <string>(input), true); }
public static void DragState(this GameObject recv, bool dragging) { Util.MSG(recv, "OnDragState", Boxed.Box(dragging), true); }
public static void Drop(this GameObject recv, GameObject obj) { Util.MSG(recv, "OnDrop", Boxed.Box <GameObject>(obj), true); }
public static void Tooltip(this GameObject recv, bool show) { Util.MSG(recv, "OnTooltip", Boxed.Box(show), true); }
public static void Drag(this GameObject recv, Vector2 delta) { Util.MSG(recv, "OnDrag", Boxed.Box <Vector2>(delta), true); }
public static void ScrollX(this GameObject recv, float x) { Util.MSG(recv, "OnScrollX", Boxed.Box <float>(x), true); }
public static void Select(this GameObject recv, bool selected) { Util.MSG(recv, "OnSelect", Boxed.Box(selected), true); }
public static void Scroll(this GameObject recv, float y) { Util.MSG(recv, "OnScroll", Boxed.Box <float>(y), true); }
public static void NGUIMessage <T>(this GameObject recv, string message, T value) { Util.MSG(recv, message, Boxed.Box <T>(value), true); }
public static void NGUIMessage(this GameObject recv, string message, KeyCode value) { Util.MSG(recv, message, Boxed.Box(value), true); }
public static void AltPress(this GameObject recv, bool press) { MSG(recv, "OnAltPress", Boxed.Box(press), true); }
public static void NGUIMessage(this GameObject recv, string message, GameObject value) { MSG(recv, message, Boxed.Box <GameObject>(value), true); }