using System; using System.Text; using System.Collections.Generic; namespace UnityEngine.EventSystems { /// /// Each touch event creates one of these containing all the relevant information. /// public class PointerEventData : BaseEventData { public enum InputButton { Left = 0, Right = 1, Middle = 2 } public enum FramePressState { Pressed, Released, PressedAndReleased, NotChanged } public GameObject pointerEnter { get; set; } // The object that received OnPointerDown private GameObject m_PointerPress; // The object last received OnPointerDown public GameObject lastPress { get; private set; } // The object that the press happened on even if it can not handle the press event public GameObject rawPointerPress { get; set; } // The object that received OnDrag public GameObject pointerDrag { get; set; } public RaycastResult pointerCurrentRaycast { get; set; } public RaycastResult pointerPressRaycast { get; set; } public List hovered = new List(); public bool eligibleForClick { get; set; } public int pointerId { get; set; } // Current position of the mouse or touch event public Vector2 position { get; set; } // Delta since last update public Vector2 delta { get; set; } // Position of the press event public Vector2 pressPosition { get; set; } // World-space position where a ray cast into the screen hits something [Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")] public Vector3 worldPosition { get; set; } // World-space normal where a ray cast into the screen hits something [Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")] public Vector3 worldNormal { get; set; } // The last time a click event was sent out (used for double-clicks) public float clickTime { get; set; } // Number of clicks in a row. 2 for a double-click for example. public int clickCount { get; set; } public Vector2 scrollDelta { get; set; } public bool useDragThreshold { get; set; } public bool dragging { get; set; } public InputButton button { get; set; } public PointerEventData(EventSystem eventSystem) : base(eventSystem) { eligibleForClick = false; pointerId = -1; position = Vector2.zero; // Current position of the mouse or touch event delta = Vector2.zero; // Delta since last update pressPosition = Vector2.zero; // Delta since the event started being tracked clickTime = 0.0f; // The last time a click event was sent out (used for double-clicks) clickCount = 0; // Number of clicks in a row. 2 for a double-click for example. scrollDelta = Vector2.zero; useDragThreshold = true; dragging = false; button = InputButton.Left; } public bool IsPointerMoving() { return delta.sqrMagnitude > 0.0f; } public bool IsScrolling() { return scrollDelta.sqrMagnitude > 0.0f; } public Camera enterEventCamera { get { return pointerCurrentRaycast.module == null ? null : pointerCurrentRaycast.module.eventCamera; } } public Camera pressEventCamera { get { return pointerPressRaycast.module == null ? null : pointerPressRaycast.module.eventCamera; } } public GameObject pointerPress { get { return m_PointerPress; } set { if (m_PointerPress == value) return; lastPress = m_PointerPress; m_PointerPress = value; } } public override string ToString() { var sb = new StringBuilder(); sb.AppendLine("Position: " + position); sb.AppendLine("delta: " + delta); sb.AppendLine("eligibleForClick: " + eligibleForClick); sb.AppendLine("pointerEnter: " + pointerEnter); sb.AppendLine("pointerPress: " + pointerPress); sb.AppendLine("lastPointerPress: " + lastPress); sb.AppendLine("pointerDrag: " + pointerDrag); sb.AppendLine("Use Drag Threshold: " + useDragThreshold); sb.AppendLine("Current Rayast:"); sb.AppendLine(pointerCurrentRaycast.ToString()); sb.AppendLine("Press Rayast:"); sb.AppendLine(pointerPressRaycast.ToString()); return sb.ToString(); } } }