HoloLensInputModule

class in UnityEngine.EventSystems

/

다음으로부터 상속:EventSystems.StandaloneInputModule

매뉴얼로 전환

설명

A BaseInputModule designed for HoloLens input.

Derives from StandaloneInputModule to translate tap and navigation gestures into emulated mouse input.

변수

normalizedNavigationToScreenOffsetScalarDefines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture.
timeToPressOnTapControls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback.

Public 함수

ActivateModuleSee BaseInputModule.
IsModuleSupportedSee BaseInputModule.
ShouldActivateModuleSee BaseInputModule.
UpdateModuleSee BaseInputModule.

상속된 멤버

정적 변수

kFakeTouchesIdTouch id for when simulating touches on a non touch device.
kMouseLeftIdId of the cached left mouse pointer event.
kMouseMiddleIdId of the cached middle mouse pointer event.
kMouseRightIdId of the cached right mouse pointer event.

변수

inputThe current BaseInput being used by the input module.
inputOverrideUsed to override the default BaseInput for the input module.
enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
runInEditModeAllow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
cancelButtonInput manager name for the 'cancel' button.
forceModuleActiveForce this module to be active.
horizontalAxisInput manager name for the horizontal axis button.
inputActionsPerSecondNumber of keyboard / controller inputs allowed per second.
repeatDelayDelay in seconds before the input actions per second repeat rate takes effect.
submitButtonMaximum number of input events handled per second.
verticalAxisInput manager name for the vertical axis.

Public 함수

DeactivateModuleCalled when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.
IsPointerOverGameObjectIs the pointer with the given ID over an EventSystem object?
ProcessProcess the current tick for the module.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CancelInvokeCancels all Invoke calls on this MonoBehaviour.
InvokeInvokes the method methodName in time seconds.
InvokeRepeatingInvokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
IsInvokingIs any invoke on methodName pending?
StartCoroutineStarts a Coroutine.
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.
DeactivateModuleSee BaseInputModule.
ProcessSee BaseInputModule.
IsActiveReturns true if the GameObject and the Component are active.
IsDestroyedReturns true if the native representation of the behaviour has been destroyed.

보호되는 함수

GetAxisEventDataGiven some input data generate an AxisEventData that can be used by the event system.
GetBaseEventDataGenerate a BaseEventData that can be used by the EventSystem.
HandlePointerExitAndEnterHandle sending enter and exit events when a new enter target is found.
OnDisableSee MonoBehaviour.OnDisable.
OnEnableSee MonoBehaviour.OnEnable.
ClearSelectionClear all pointers and deselect any selected objects in the EventSystem.
CopyFromToCopy one PointerEventData to another.
DeselectIfSelectionChangedDeselect the current selected GameObject if the currently pointed-at GameObject is different.
GetLastPointerEventDataReturn the last PointerEventData for the given touch / mouse id.
GetMousePointerEventDataReturn the current MouseState.
GetPointerDataSearch the cache for currently active pointers, return true if found.
GetTouchPointerEventDataGiven a touch populate the PointerEventData and return if we are pressed or released.
ProcessDragProcess the drag for the current frame with the given pointer event.
ProcessMoveProcess movement for the current frame with the given pointer event.
RemovePointerDataRemove the PointerEventData from the cache.
StateForMouseButtonGiven a mouse button return the current state for the frame.
ProcessMouseEventIterate through all the different mouse events.
ProcessMousePressCalculate and process any mouse button state changes.
ProcessTouchPressThis method is called by Unity whenever a touch event is processed. Override this method with a custom implementation to process touch events yourself.
SendMoveEventToSelectedObjectCalculate and send a move event to the current selected object.
SendSubmitEventToSelectedObjectCalculate and send a submit event to the current selected object.
SendUpdateEventToSelectedObjectSend a update event to the currently selected object.
AwakeSee MonoBehaviour.Awake.
OnBeforeTransformParentChangedSee MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedSee MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroySee MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesSee LayoutGroup.OnDidApplyAnimationProperties.
OnDisableSee MonoBehaviour.OnDisable.
OnEnableSee MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeThis callback is called if an associated RectTransform has its dimensions changed.
OnTransformParentChangedSee MonoBehaviour.OnRectTransformParentChanged.
OnValidateSee MonoBehaviour.OnValidate.
ResetSee MonoBehaviour.Reset.
StartSee MonoBehaviour.Start.

정적 함수

DetermineMoveDirectionGiven an input movement, determine the best MoveDirection.
FindCommonRootGiven 2 GameObjects, return a common root GameObject (or null).
FindFirstRaycastReturn the first valid RaycastResult.
printLogs message to the Unity Console (identical to Debug.Log).
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

메시지

AwakeAwake is called when the script instance is being loaded.
FixedUpdateFrame-rate independent MonoBehaviour.FixedUpdate message for physics calculations.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all GameObjects when the player gets or loses focus.
OnApplicationPauseSent to all GameObjects when the application pauses.
OnApplicationQuitSent to all game objects before the application quits.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStay:ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyDestroying the attached Behaviour will result in the game or Scene receiving OnDestroy.
OnDisableThis function is called when the behaviour becomes disabled.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a Collider.
OnParticleSystemStoppedOnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded.
OnParticleTriggerOnParticleTrigger is called when any particles in a Particle System meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the Scene.
OnPreCullOnPreCull is called before a camera culls the Scene.
OnPreRenderOnPreRender is called before a camera starts rendering the Scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the Scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnter OnTriggerEnter is called when the GameObject collides with another GameObject.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per physics update for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible and not a UI element.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods are called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.