From 6b25723ca33a657882588b2cc3a58101bb9d33e6 Mon Sep 17 00:00:00 2001 From: chai Date: Fri, 2 Apr 2021 19:07:01 +0800 Subject: +misc --- Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventSystem.cs') 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 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(); } -- cgit v1.1-26-g67d0