Class StandaloneInputModule
Inheritance
Inherited Members
Namespace: UnityEngine.EventSystems
Syntax
[AddComponentMenu("Event/Standalone Input Module")]
public class StandaloneInputModule : PointerInputModule
Constructors
StandaloneInputModule()
Declaration
protected StandaloneInputModule()
Properties
allowActivationOnMobileDevice
Declaration
[Obsolete("allowActivationOnMobileDevice has been deprecated. Use forceModuleActive instead (UnityUpgradable) -> forceModuleActive")]
public bool allowActivationOnMobileDevice { get; set; }
Property Value
| Type | Description |
|---|---|
| Boolean |
cancelButton
Input manager name for the 'cancel' button.
Declaration
public string cancelButton { get; set; }
Property Value
| Type | Description |
|---|---|
| String |
forceModuleActive
Force this module to be active.
Declaration
[Obsolete("forceModuleActive has been deprecated. There is no need to force the module awake as StandaloneInputModule works for all platforms")]
public bool forceModuleActive { get; set; }
Property Value
| Type | Description |
|---|---|
| Boolean |
Remarks
If there is no module active with higher priority (ordered in the inspector) this module will be forced active even if valid enabling conditions are not met.
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 |
|---|---|
| Single |
inputMode
Declaration
[Obsolete("Mode is no longer needed on input module as it handles both mouse and keyboard simultaneously.", false)]
public StandaloneInputModule.InputMode inputMode { get; }
Property Value
| Type | Description |
|---|---|
| StandaloneInputModule.InputMode |
repeatDelay
Delay in seconds before the input actions per second repeat rate takes effect.
Declaration
public float repeatDelay { get; set; }
Property Value
| Type | Description |
|---|---|
| Single |
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
DeactivateModule()
See BaseInputModule.
Declaration
public override void DeactivateModule()
Overrides
ForceAutoSelect()
Declaration
[Obsolete("This method is no longer checked, overriding it with return true does nothing!")]
protected virtual bool ForceAutoSelect()
Returns
| Type | Description |
|---|---|
| Boolean |
GetCurrentFocusedGameObject()
Declaration
protected GameObject GetCurrentFocusedGameObject()
Returns
| Type | Description |
|---|---|
| GameObject |
Process()
Declaration
public override void Process()
Overrides
ProcessMouseEvent()
Declaration
protected void ProcessMouseEvent()
ProcessMouseEvent(Int32)
Process all mouse events.
Declaration
protected void ProcessMouseEvent(int id)
Parameters
| Type | Name | Description |
|---|---|---|
| Int32 | id |
ProcessMousePress(PointerInputModule.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, Boolean, Boolean)
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. |
| Boolean | 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. |
| Boolean | 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 |
|---|---|
| Boolean | 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 |
|---|---|
| Boolean | If the submit event was used by the selected object. |
SendUpdateEventToSelectedObject()
Declaration
protected bool SendUpdateEventToSelectedObject()
Returns
| Type | Description |
|---|---|
| Boolean |
ShouldActivateModule()
Declaration
public override bool ShouldActivateModule()
Returns
| Type | Description |
|---|---|
| Boolean |
Overrides
UpdateModule()
Declaration
public override void UpdateModule()