Check to see if the module is supported. Override this if you have a platfrom specific module (eg. TouchInputModule that you do not want to activate on standalone.
static public int IsModuleSupported(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); var ret = self.IsModuleSupported(); 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 }
static public int IsModuleSupported(IntPtr l) { try { UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l); var ret = self.IsModuleSupported(); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int IsModuleSupported(IntPtr l) { try{ UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l); System.Boolean ret = self.IsModuleSupported(); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int IsModuleSupported(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.EventSystems.BaseInputModule obj = (UnityEngine.EventSystems.BaseInputModule)ToLua.CheckObject <UnityEngine.EventSystems.BaseInputModule>(L, 1); bool o = obj.IsModuleSupported(); LuaDLL.lua_pushboolean(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
protected virtual void Update() { if ((UnityEngine.Object)EventSystem.current != (UnityEngine.Object) this) { return; } this.TickModules(); bool flag = false; for (int index = 0; index < this.m_SystemInputModules.Count; ++index) { BaseInputModule systemInputModule = this.m_SystemInputModules[index]; if (systemInputModule.IsModuleSupported() && systemInputModule.ShouldActivateModule()) { if ((UnityEngine.Object) this.m_CurrentInputModule != (UnityEngine.Object)systemInputModule) { this.ChangeEventModule(systemInputModule); flag = true; break; } break; } } if ((UnityEngine.Object) this.m_CurrentInputModule == (UnityEngine.Object)null) { for (int index = 0; index < this.m_SystemInputModules.Count; ++index) { BaseInputModule systemInputModule = this.m_SystemInputModules[index]; if (systemInputModule.IsModuleSupported()) { this.ChangeEventModule(systemInputModule); flag = true; break; } } } if (flag || !((UnityEngine.Object) this.m_CurrentInputModule != (UnityEngine.Object)null)) { return; } this.m_CurrentInputModule.Process(); }
protected virtual void Update() { if (current != this) { return; } TickModules(); bool flag = false; for (int i = 0; i < m_SystemInputModules.Count; i++) { BaseInputModule baseInputModule = m_SystemInputModules[i]; if (baseInputModule.IsModuleSupported() && baseInputModule.ShouldActivateModule()) { if (m_CurrentInputModule != baseInputModule) { ChangeEventModule(baseInputModule); flag = true; } break; } } if (m_CurrentInputModule == null) { for (int j = 0; j < m_SystemInputModules.Count; j++) { BaseInputModule baseInputModule2 = m_SystemInputModules[j]; if (baseInputModule2.IsModuleSupported()) { ChangeEventModule(baseInputModule2); flag = true; break; } } } if (!flag && m_CurrentInputModule != null) { m_CurrentInputModule.Process(); } }
protected virtual void Update() { if (!(EventSystem.current != this) && !this.m_Paused) { this.TickModules(); bool flag = false; for (int i = 0; i < this.m_SystemInputModules.Count; i++) { BaseInputModule baseInputModule = this.m_SystemInputModules[i]; if (baseInputModule.IsModuleSupported() && baseInputModule.ShouldActivateModule()) { if (this.m_CurrentInputModule != baseInputModule) { this.ChangeEventModule(baseInputModule); flag = true; } break; } } if (this.m_CurrentInputModule == null) { for (int j = 0; j < this.m_SystemInputModules.Count; j++) { BaseInputModule baseInputModule2 = this.m_SystemInputModules[j]; if (baseInputModule2.IsModuleSupported()) { this.ChangeEventModule(baseInputModule2); flag = true; break; } } } if (!flag && this.m_CurrentInputModule != null) { this.m_CurrentInputModule.Process(); } } }