diff options
Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs')
-rw-r--r-- | Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs | 28 |
1 files changed, 17 insertions, 11 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs index f9a2f77..7db371a 100644 --- a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs +++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/StandaloneInputModule.cs @@ -141,16 +141,16 @@ namespace UnityEngine.EventSystems default: return false; } - } - - //c ����������� + }
+
+ //c! ����ֻ�������λ��
public override void UpdateModule() { - // ���û�л�ȡ���㣬�Һ���û�н���ʱ���¼������أ����ǿ���Զ�����ӣ������������ + // ���û�л�ȡ���㣬�Һ���û�н���ʱ���¼������أ����ǿ���Զ�����ӣ������������ if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) return; - // �������λ�� + // �������λ�� m_LastMousePosition = m_MousePosition; m_MousePosition = input.mousePosition; } @@ -201,16 +201,17 @@ namespace UnityEngine.EventSystems ClearSelection(); } - //c input module�¼���������� + //c! input module�¼���������ڣ�ÿ֡���� public override void Process() { - if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) // ���û�л�ȡ���㣬����Ҫ���� + // ���û�л�ȡ���㣬����Ҫ���� + if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) return; //event ��ѡ�еĶ��������¼� bool usedEvent = SendUpdateEventToSelectedObject(); - // ��������ˣ�����move , submit, cancel�¼� + // ���������Send Navigation Events������move , submit, cancel�¼� if (eventSystem.sendNavigationEvents) { if (!usedEvent) @@ -222,10 +223,10 @@ namespace UnityEngine.EventSystems // ģ�ⴥ����������� // touch needs to take precedence because of the mouse emulation layer - usedEvent = ProcessTouchEvents(); //event ���������¼� + usedEvent = ProcessTouchEvents(); //event �����Ļ������PC��û�� if(!usedEvent && input.mousePresent) - ProcessMouseEvent(); + ProcessMouseEvent(); // ��������¼� } //c �����¼� @@ -233,6 +234,8 @@ namespace UnityEngine.EventSystems { for (int i = 0; i < input.touchCount; ++i) //��㴥�� { + Debug.Log("Touch"); + Touch touch = input.GetTouch(i); if (touch.type == TouchType.Indirect) @@ -240,7 +243,8 @@ namespace UnityEngine.EventSystems bool released; // ����һ����ָ̧����� bool pressed; // ����һ����ָ���²��� - var pointer = GetTouchPointerEventData(touch, out pressed, out released); // ����Ⲣ�������� + // + PointerEventData pointer = GetTouchPointerEventData(touch, out pressed, out released); // ����Ⲣ�������� // ����������̧�������Ѿ������˱����������� ProcessTouchPress(pointer, pressed, released); @@ -495,6 +499,7 @@ namespace UnityEngine.EventSystems } } + // ÿ֡����һ��OnUpdateSelected�¼� protected bool SendUpdateEventToSelectedObject() { if (eventSystem.currentSelectedGameObject == null) @@ -506,6 +511,7 @@ namespace UnityEngine.EventSystems return data.used; } + // ������갴���¼���������Ϣ�����ûص� /// <summary> /// Process the current mouse press. /// </summary> |