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namespace UnityEngine.EventSystems
{
public abstract class AbstractEventData
{
protected bool m_Used; // 当前事件是否被处理(被吞)
public virtual void Reset()
{
m_Used = false;
}
public virtual void Use()
{
m_Used = true;
}
public virtual bool used
{
get { return m_Used; }
}
}
public class BaseEventData : AbstractEventData
{
private readonly EventSystem m_EventSystem;
public BaseEventData(EventSystem eventSystem)
{
m_EventSystem = eventSystem;
}
public BaseInputModule currentInputModule
{
get { return m_EventSystem.currentInputModule; }
}
public GameObject selectedObject
{
get { return m_EventSystem.currentSelectedGameObject; }
set { m_EventSystem.SetSelectedGameObject(value, this); } // 会发送一个selecthandler事件
}
}
}
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