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    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
    Object
    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.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
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.inputsystem@1.4/manual/UISupport.html#multiplayer-uis")]
    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, and all other navigation, using keyboard or gamepad for example, will be constrained to game objects under that hierarchy.

    Properties

    playerRoot

    The root object of the UI hierarchy that belongs to the given player.

    Declaration
    public GameObject playerRoot { get; set; }
    Property Value
    Type Description
    GameObject
    Remarks

    This can either be an entire Canvas or just part of the hierarchy of a specific Canvas.

    Methods

    OnDisable()

    Declaration
    protected override void OnDisable()
    Overrides
    UnityEngine.EventSystems.EventSystem.OnDisable()

    OnEnable()

    Declaration
    protected override void OnEnable()
    Overrides
    UnityEngine.EventSystems.EventSystem.OnEnable()

    Update()

    Declaration
    protected override void Update()
    Overrides
    UnityEngine.EventSystems.EventSystem.Update()
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