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authorchai <chaifix@163.com>2021-04-02 19:07:01 +0800
committerchai <chaifix@163.com>2021-04-02 19:07:01 +0800
commit6b25723ca33a657882588b2cc3a58101bb9d33e6 (patch)
treefa79c1e553f58586e4c659d0e71933f9f6ae3894 /Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs
parentb1276a1b76ac3b87add90e0c6b887d5afea1cfea (diff)
+misc
Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs')
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs
index 3456e7b..801daae 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs
@@ -183,6 +183,7 @@ namespace UnityEngine.EventSystems
public void RaycastAll(PointerEventData eventData, List<RaycastResult> raycastResults)
{
raycastResults.Clear();
+ //包括场景中所有的raycaster
var modules = RaycasterManager.GetRaycasters();
for (int i = 0; i < modules.Count; ++i)
{
@@ -259,6 +260,7 @@ namespace UnityEngine.EventSystems
if (current != this)
return;
+ // 只更新鼠标位置
TickModules();
// 将m_CurrentInputModule设置为m_SystemInputModules第一个可用的module
@@ -291,7 +293,7 @@ namespace UnityEngine.EventSystems
}
}
- //c 执行事件处理主入口,通常情况下,如果没有自定义的inputModule,就是走StandaloneInputModule的Process
+ //c! 执行事件处理主入口,通常情况下,如果没有自定义的inputModule,就是走StandaloneInputModule的Process
if (!changedModule && m_CurrentInputModule != null)
m_CurrentInputModule.Process();
}