EventSystems::​BaseInputModule
EventSystems::​UIBehaviour
EventSystems::​BaseInputModule

class:/TYPE/UnityEngine.EventSystems.BaseInputModule//, can be loaded from an assetbundle using EventSystems::BaseInputModule::createfromassetbundle(bundlename,prefabname) /

Parent

EventSystems::UIBehaviour

Variables
input
readonly UnityEngine.EventSystems.BaseInput input
inputoverride
UnityEngine.EventSystems.BaseInput inputoverride
Functions
activatemodule
System.Void ActivateModule()
Returns

System.Void

convertuitoolkitpointerid
System.Int32 ConvertUIToolkitPointerId(
UnityEngine.EventSystems.PointerEventData sourcePointerData
)

UnityEngine.EventSystems.PointerEventData sourcePointerData-no documentation

Parameters

sourcePointerData -

Returns

System.Int32

deactivatemodule
System.Void DeactivateModule()
Returns

System.Void

eventsystems::​baseinputmodule::​fromassetbundle
static UnityEngine.EventSystems.BaseInputModule CreateFromAssetBundle(
string bundle,
string objectname
)

Constructor for object from a bundle

Parameters
bundle
string

bundle name

objectname
string

object name with extension

Returns

UnityEngine.EventSystems.BaseInputModule

ismodulesupported
System.Boolean IsModuleSupported()
Returns

System.Boolean

ispointerovergameobject
System.Boolean IsPointerOverGameObject(
System.Int32 pointerId
)

System.Int32 pointerId-no documentation

Parameters

pointerId -

Returns

System.Boolean

shouldactivatemodule
System.Boolean ShouldActivateModule()
Returns

System.Boolean

updatemodule
System.Void UpdateModule()
Returns

System.Void