Class MultiplayerEventSystem
A modified EventSystem class, which allows multiple players to have their own instances of a UI, each with it's own selection.
Inheritance
UnityEngine.EventSystems.UIBehaviour
UnityEngine.EventSystems.EventSystem
MultiplayerEventSystem
Inherited Members
UnityEngine.EventSystems.EventSystem.UpdateModules()
UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(UnityEngine.GameObject, UnityEngine.EventSystems.BaseEventData)
UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(UnityEngine.GameObject)
UnityEngine.EventSystems.EventSystem.RaycastAll(UnityEngine.EventSystems.PointerEventData, System.Collections.Generic.List<UnityEngine.EventSystems.RaycastResult>)
UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject()
UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject(System.Int32)
UnityEngine.EventSystems.EventSystem.OnEnable()
UnityEngine.EventSystems.EventSystem.OnDisable()
UnityEngine.EventSystems.EventSystem.OnApplicationFocus(System.Boolean)
UnityEngine.EventSystems.EventSystem.ToString()
UnityEngine.EventSystems.EventSystem.current
UnityEngine.EventSystems.EventSystem.sendNavigationEvents
UnityEngine.EventSystems.EventSystem.pixelDragThreshold
UnityEngine.EventSystems.EventSystem.currentInputModule
UnityEngine.EventSystems.EventSystem.firstSelectedGameObject
UnityEngine.EventSystems.EventSystem.currentSelectedGameObject
UnityEngine.EventSystems.EventSystem.isFocused
UnityEngine.EventSystems.EventSystem.alreadySelecting
UnityEngine.EventSystems.UIBehaviour.Awake()
UnityEngine.EventSystems.UIBehaviour.Start()
UnityEngine.EventSystems.UIBehaviour.OnDestroy()
UnityEngine.EventSystems.UIBehaviour.IsActive()
UnityEngine.EventSystems.UIBehaviour.OnValidate()
UnityEngine.EventSystems.UIBehaviour.Reset()
UnityEngine.EventSystems.UIBehaviour.OnRectTransformDimensionsChange()
UnityEngine.EventSystems.UIBehaviour.OnBeforeTransformParentChanged()
UnityEngine.EventSystems.UIBehaviour.OnTransformParentChanged()
UnityEngine.EventSystems.UIBehaviour.OnDidApplyAnimationProperties()
UnityEngine.EventSystems.UIBehaviour.OnCanvasGroupChanged()
UnityEngine.EventSystems.UIBehaviour.OnCanvasHierarchyChanged()
UnityEngine.EventSystems.UIBehaviour.IsDestroyed()
Namespace: UnityEngine.InputSystem.UI
Syntax
public class MultiplayerEventSystem : EventSystem
Remarks
You can use the playerRoot property to specify a part of the hierarchy belonging to the current player. Mouse selection will ignore any game objects not within this hierarchy. For gamepad/keyboard selection, you need to make sure that the navigation links stay within the player's hierarchy.
Properties
playerRoot
Declaration
public GameObject playerRoot { get; set; }
Property Value
Type | Description |
---|---|
GameObject |
Methods
Update()
Declaration
protected override void Update()
Overrides
UnityEngine.EventSystems.EventSystem.Update()