terraria-cpp2il v1.4.4.9
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UnityEngine.EventSystems.PointerEventData Class Reference
+ Inheritance diagram for UnityEngine.EventSystems.PointerEventData:
+ Collaboration diagram for UnityEngine.EventSystems.PointerEventData:

Public Types

enum  InputButton { Left , Right , Middle }
 
enum  FramePressState { Pressed , Released , PressedAndReleased , NotChanged }
 

Public Member Functions

 PointerEventData (EventSystem eventSystem)
 
bool IsPointerMoving ()
 
bool IsScrolling ()
 
override string ToString ()
 
virtual void Reset ()
 
virtual void Use ()
 

Public Attributes

List< GameObjecthovered
 

Protected Attributes

bool m_Used
 

Properties

GameObject pointerEnter [get, set]
 
GameObject lastPress [get, set, private set]
 
GameObject rawPointerPress [get, set]
 
GameObject pointerDrag [get, set]
 
GameObject pointerClick [get, set]
 
RaycastResult pointerCurrentRaycast [get, set]
 
RaycastResult pointerPressRaycast [get, set]
 
bool eligibleForClick [get, set]
 
int pointerId [get, set]
 
Vector2 position [get, set]
 
Vector2 delta [get, set]
 
Vector2 pressPosition [get, set]
 
Vector3 worldPosition [get, set]
 
Vector3 worldNormal [get, set]
 
float clickTime [get, set]
 
int clickCount [get, set]
 
Vector2 scrollDelta [get, set]
 
bool useDragThreshold [get, set]
 
bool dragging [get, set]
 
PointerEventData.InputButton button [get, set]
 
float pressure [get, set]
 
float tangentialPressure [get, set]
 
float altitudeAngle [get, set]
 
float azimuthAngle [get, set]
 
float twist [get, set]
 
Vector2 radius [get, set]
 
Vector2 radiusVariance [get, set]
 
bool fullyExited [get, set]
 
bool reentered [get, set]
 
Camera enterEventCamera [get, set]
 
Camera pressEventCamera [get, set]
 
GameObject pointerPress [get, set]
 
BaseInputModule currentInputModule [get, set]
 
GameObject selectedObject [get, set]
 
virtual bool used [get, set]
 

Private Attributes

GameObject< pointerEnterk__BackingField
 
GameObject m_PointerPress
 
GameObject< lastPressk__BackingField
 
GameObject< rawPointerPressk__BackingField
 
GameObject< pointerDragk__BackingField
 
GameObject< pointerClickk__BackingField
 
RaycastResult< pointerCurrentRaycastk__BackingField
 
RaycastResult< pointerPressRaycastk__BackingField
 
bool< eligibleForClickk__BackingField
 
int< pointerIdk__BackingField
 
Vector2< positionk__BackingField
 
Vector2< deltak__BackingField
 
Vector2< pressPositionk__BackingField
 
Vector3< worldPositionk__BackingField
 
Vector3< worldNormalk__BackingField
 
float< clickTimek__BackingField
 
int< clickCountk__BackingField
 
Vector2< scrollDeltak__BackingField
 
bool< useDragThresholdk__BackingField
 
bool< draggingk__BackingField
 
PointerEventData.InputButton< buttonk__BackingField
 
float< pressurek__BackingField
 
float< tangentialPressurek__BackingField
 
float< altitudeAnglek__BackingField
 
float< azimuthAnglek__BackingField
 
float< twistk__BackingField
 
Vector2< radiusk__BackingField
 
Vector2< radiusVariancek__BackingField
 
bool< fullyExitedk__BackingField
 
bool< reenteredk__BackingField
 
readonly EventSystem m_EventSystem
 

Detailed Description

Definition at line 13 of file PointerEventData.cs.


The documentation for this class was generated from the following file: