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    Class StandaloneInputModule

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    UIBehaviour
    BaseInputModule
    PointerInputModule
    StandaloneInputModule
    Inherited Members
    PointerInputModule.kMouseLeftId
    PointerInputModule.kMouseRightId
    PointerInputModule.kMouseMiddleId
    PointerInputModule.kFakeTouchesId
    PointerInputModule.m_PointerData
    PointerInputModule.GetPointerData(int, out PointerEventData, bool)
    PointerInputModule.RemovePointerData(PointerEventData)
    PointerInputModule.GetTouchPointerEventData(Touch, out bool, out bool)
    PointerInputModule.CopyFromTo(PointerEventData, PointerEventData)
    PointerInputModule.StateForMouseButton(int)
    PointerInputModule.GetMousePointerEventData()
    PointerInputModule.GetMousePointerEventData(int)
    PointerInputModule.GetLastPointerEventData(int)
    PointerInputModule.ProcessMove(PointerEventData)
    PointerInputModule.ProcessDrag(PointerEventData)
    PointerInputModule.IsPointerOverGameObject(int)
    PointerInputModule.ClearSelection()
    PointerInputModule.ToString()
    PointerInputModule.DeselectIfSelectionChanged(GameObject, BaseEventData)
    BaseInputModule.m_RaycastResultCache
    BaseInputModule.sendPointerHoverToParent
    BaseInputModule.m_InputOverride
    BaseInputModule.input
    BaseInputModule.inputOverride
    BaseInputModule.eventSystem
    BaseInputModule.OnEnable()
    BaseInputModule.OnDisable()
    BaseInputModule.FindFirstRaycast(List<RaycastResult>)
    BaseInputModule.DetermineMoveDirection(float, float)
    BaseInputModule.DetermineMoveDirection(float, float, float)
    BaseInputModule.FindCommonRoot(GameObject, GameObject)
    BaseInputModule.HandlePointerExitAndEnter(PointerEventData, GameObject)
    BaseInputModule.GetAxisEventData(float, float, float)
    BaseInputModule.GetBaseEventData()
    BaseInputModule.IsModuleSupported()
    BaseInputModule.ConvertUIToolkitPointerId(PointerEventData)
    BaseInputModule.ConvertPointerEventScrollDeltaToTicks(Vector2)
    BaseInputModule.GetNavigationEventDeviceType(BaseEventData)
    UIBehaviour.Awake()
    UIBehaviour.Start()
    UIBehaviour.OnDestroy()
    UIBehaviour.IsActive()
    UIBehaviour.OnValidate()
    UIBehaviour.Reset()
    UIBehaviour.OnRectTransformDimensionsChange()
    UIBehaviour.OnBeforeTransformParentChanged()
    UIBehaviour.OnTransformParentChanged()
    UIBehaviour.OnDidApplyAnimationProperties()
    UIBehaviour.OnCanvasGroupChanged()
    UIBehaviour.OnCanvasHierarchyChanged()
    UIBehaviour.IsDestroyed()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.transformHandle
    Component.gameObject
    Component.tag
    Object.GetEntityId()
    Object.MemberwiseClone()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectsByType(Type)
    Object.FindObjectsByType(Type, FindObjectsInactive)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsByType<T>()
    Object.FindObjectsByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.EventSystems
    Assembly: UnityEngine.UI.dll
    Syntax
    [AddComponentMenu("Event/Standalone Input Module")]
    public class StandaloneInputModule : PointerInputModule

    Constructors

    StandaloneInputModule()

    Declaration
    protected StandaloneInputModule()

    Properties

    cancelButton

    Input manager name for the 'cancel' button.

    Declaration
    public string cancelButton { get; set; }
    Property Value
    Type Description
    string

    horizontalAxis

    Name of the horizontal axis for movement (if axis events are used).

    Declaration
    public string horizontalAxis { get; set; }
    Property Value
    Type Description
    string

    inputActionsPerSecond

    Number of keyboard / controller inputs allowed per second.

    Declaration
    public float inputActionsPerSecond { get; set; }
    Property Value
    Type Description
    float

    repeatDelay

    Delay in seconds before the input actions per second repeat rate takes effect.

    Declaration
    public float repeatDelay { get; set; }
    Property Value
    Type Description
    float
    Remarks

    If the same direction is sustained, the inputActionsPerSecond property can be used to control the rate at which events are fired. However, it can be desirable that the first repetition is delayed, so the user doesn't get repeated actions by accident.

    submitButton

    Maximum number of input events handled per second.

    Declaration
    public string submitButton { get; set; }
    Property Value
    Type Description
    string

    verticalAxis

    Name of the vertical axis for movement (if axis events are used).

    Declaration
    public string verticalAxis { get; set; }
    Property Value
    Type Description
    string

    Methods

    ActivateModule()

    See BaseInputModule.

    Declaration
    public override void ActivateModule()
    Overrides
    BaseInputModule.ActivateModule()

    DeactivateModule()

    See BaseInputModule.

    Declaration
    public override void DeactivateModule()
    Overrides
    BaseInputModule.DeactivateModule()

    GetCurrentFocusedGameObject()

    Declaration
    protected GameObject GetCurrentFocusedGameObject()
    Returns
    Type Description
    GameObject

    Process()

    Process the current tick for the module.

    Declaration
    public override void Process()
    Overrides
    BaseInputModule.Process()

    ProcessMouseEvent()

    Declaration
    protected void ProcessMouseEvent()

    ProcessMouseEvent(int)

    Process all mouse events.

    Declaration
    protected void ProcessMouseEvent(int id)
    Parameters
    Type Name Description
    int id

    ProcessMousePress(MouseButtonEventData)

    Calculate and process any mouse button state changes.

    Declaration
    protected void ProcessMousePress(PointerInputModule.MouseButtonEventData data)
    Parameters
    Type Name Description
    PointerInputModule.MouseButtonEventData data

    ProcessTouchPress(PointerEventData, bool, bool)

    This method is called by Unity whenever a touch event is processed. Override this method with a custom implementation to process touch events yourself.

    Declaration
    protected void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released)
    Parameters
    Type Name Description
    PointerEventData pointerEvent

    Event data relating to the touch event, such as position and ID to be passed to the touch event destination object.

    bool pressed

    This is true for the first frame of a touch event, and false thereafter. This can therefore be used to determine the instant a touch event occurred.

    bool released

    This is true only for the last frame of a touch event.

    Remarks

    This method can be overridden in derived classes to change how touch press events are handled.

    SendMoveEventToSelectedObject()

    Calculate and send a move event to the current selected object.

    Declaration
    protected bool SendMoveEventToSelectedObject()
    Returns
    Type Description
    bool

    If the move event was used by the selected object.

    SendSubmitEventToSelectedObject()

    Calculate and send a submit event to the current selected object.

    Declaration
    protected bool SendSubmitEventToSelectedObject()
    Returns
    Type Description
    bool

    If the submit event was used by the selected object.

    SendUpdateEventToSelectedObject()

    Declaration
    protected bool SendUpdateEventToSelectedObject()
    Returns
    Type Description
    bool

    ShouldActivateModule()

    Should the module be activated.

    Declaration
    public override bool ShouldActivateModule()
    Returns
    Type Description
    bool
    Overrides
    BaseInputModule.ShouldActivateModule()

    UpdateModule()

    Update the internal state of the Module.

    Declaration
    public override void UpdateModule()
    Overrides
    BaseInputModule.UpdateModule()
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