diff options
Diffstat (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules')
3 files changed, 32 insertions, 17 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/BaseInputModule.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/BaseInputModule.cs index 7661a8e..66736d1 100644 --- a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/BaseInputModule.cs +++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/BaseInputModule.cs @@ -15,10 +15,10 @@ namespace UnityEngine.EventSystems private BaseEventData m_BaseEventData; #region 输入系统 - // 如果m_InputOverride不为空就用它,否则用默认的m_DefaultInput - // 如果要自己实现BaseInput,继承此类并给这个字段赋值 - // StandaloneInputModule没有自定义,直接采用的是BaseInput - protected BaseInput m_InputOverride; + // 如果m_InputOverride不为空就用它,否则用默认的m_DefaultInput + // 如果要自己实现BaseInput,继承此类并给这个字段赋值 + // StandaloneInputModule没有自定义,直接采用的是BaseInput + protected BaseInput m_InputOverride; private BaseInput m_DefaultInput; public BaseInput input { diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/PointerInputModule.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/PointerInputModule.cs index 9103162..3f93e7a 100644 --- a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/PointerInputModule.cs +++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/InputModules/PointerInputModule.cs @@ -4,6 +4,8 @@ using UnityEngine.UI; namespace UnityEngine.EventSystems { + + // 会处理触屏和鼠标 public abstract class PointerInputModule : BaseInputModule { public const int kMouseLeftId = -1; @@ -37,7 +39,8 @@ namespace UnityEngine.EventSystems protected PointerEventData GetTouchPointerEventData(Touch input, out bool pressed, out bool released) { PointerEventData pointerData; - var created = GetPointerData(input.fingerId, out pointerData, true); // 拿到存储结构,返回是否是新建结构 + // 从池子里拿到存储结构,返回是否是新建结构 + var created = GetPointerData(input.fingerId, out pointerData, true); pointerData.Reset(); @@ -60,8 +63,10 @@ namespace UnityEngine.EventSystems // 用这个触摸数据做射线检测,检测结果在m_RaycastResultCache eventSystem.RaycastAll(pointerData, m_RaycastResultCache); - + + // 只取第一个,舍弃其他的 var raycast = FindFirstRaycast(m_RaycastResultCache); + Debug.Log("raycast: " + raycast.index); pointerData.pointerCurrentRaycast = raycast; m_RaycastResultCache.Clear(); return pointerData; @@ -209,6 +214,8 @@ namespace UnityEngine.EventSystems leftData.scrollDelta = input.mouseScrollDelta; leftData.button = PointerEventData.InputButton.Left; eventSystem.RaycastAll(leftData, m_RaycastResultCache); + + // 只要第一个raycast结果 var raycast = FindFirstRaycast(m_RaycastResultCache); leftData.pointerCurrentRaycast = raycast; m_RaycastResultCache.Clear(); @@ -224,6 +231,7 @@ namespace UnityEngine.EventSystems CopyFromTo(leftData, middleData); middleData.button = PointerEventData.InputButton.Middle; + // 设置按键状态 m_MouseState.SetButtonState(PointerEventData.InputButton.Left, StateForMouseButton(0), leftData); m_MouseState.SetButtonState(PointerEventData.InputButton.Right, StateForMouseButton(1), rightData); m_MouseState.SetButtonState(PointerEventData.InputButton.Middle, StateForMouseButton(2), middleData); @@ -252,6 +260,7 @@ namespace UnityEngine.EventSystems HandlePointerExitAndEnter(pointerEvent, targetGO); } + // 发送drag事件 protected virtual void ProcessDrag(PointerEventData pointerEvent) { if (!pointerEvent.IsPointerMoving() || 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 更新鼠标坐标 + }
+
+ //c! 这里只更新鼠标位置
public override void UpdateModule() { - // 如果没有获取焦点,且忽略没有焦点时的事件,返回(除非开启远程连接,否则会这样) + // 如果没有获取焦点,且忽略没有焦点时的事件,返回(除非开启远程连接,否则会这样) if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) return; - // 更新鼠标位置 + // 更新鼠标位置 m_LastMousePosition = m_MousePosition; m_MousePosition = input.mousePosition; } @@ -201,16 +201,17 @@ namespace UnityEngine.EventSystems ClearSelection(); } - //c input module事件处理主入口 + //c! input module事件处理主入口,每帧更新 public override void Process() { - if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) // 如果没有获取焦点,不需要处理 + // 如果没有获取焦点,不需要处理 + if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus()) return; //event 给选中的对象发布更新事件 bool usedEvent = SendUpdateEventToSelectedObject(); - // 如果勾上了,发送move , submit, cancel事件 + // 如果勾上了Send Navigation Events,发送move , submit, cancel事件 if (eventSystem.sendNavigationEvents) { if (!usedEvent) @@ -222,10 +223,10 @@ namespace UnityEngine.EventSystems // 模拟触摸或鼠标输入 // touch needs to take precedence because of the mouse emulation layer - usedEvent = ProcessTouchEvents(); //event 发布触摸事件 + usedEvent = ProcessTouchEvents(); //event 检测屏幕触摸,PC上没有 if(!usedEvent && input.mousePresent) - ProcessMouseEvent(); + ProcessMouseEvent(); // 处理鼠标事件 } //c 触摸事件 @@ -233,6 +234,8 @@ namespace UnityEngine.EventSystems { for (int i = 0; i < input.touchCount; ++i) //多点触控 { + Debug.Log("Touch"); + Touch touch = input.GetTouch(i); if (touch.type == TouchType.Indirect) @@ -240,7 +243,8 @@ namespace UnityEngine.EventSystems bool released; // 这是一个手指抬起操作 bool pressed; // 这是一个手指放下操作 - var pointer = GetTouchPointerEventData(touch, out pressed, out released); // 射线检测并保存检测结果 + // + PointerEventData pointer = GetTouchPointerEventData(touch, out pressed, out released); // 射线检测并保存检测结果 // 处理触摸或抬起反馈,已经准备好了被触摸的物体 ProcessTouchPress(pointer, pressed, released); @@ -495,6 +499,7 @@ namespace UnityEngine.EventSystems } } + // 每帧发送一个OnUpdateSelected事件 protected bool SendUpdateEventToSelectedObject() { if (eventSystem.currentSelectedGameObject == null) @@ -506,6 +511,7 @@ namespace UnityEngine.EventSystems return data.used; } + // 处理鼠标按下事件,发送消息,调用回调 /// <summary> /// Process the current mouse press. /// </summary> |