UnityEngine.EventSystems.TouchInputModule.ShouldActivateModule C# (CSharp) Method

ShouldActivateModule() public method

See BaseInputModule.

public ShouldActivateModule ( ) : bool
return bool
        public override bool ShouldActivateModule()
        {
            if (!base.ShouldActivateModule())
            {
                return false;
            }
            if (this.m_ForceModuleActive)
            {
                return true;
            }
            if (this.UseFakeInput())
            {
                Vector2 vector = this.m_MousePosition - this.m_LastMousePosition;
                return (base.input.GetMouseButtonDown(0) | (vector.sqrMagnitude > 0f));
            }
            return (base.input.touchCount > 0);
        }

Usage Example

コード例 #1
0
 static public int ShouldActivateModule(IntPtr l)
 {
     try{
         UnityEngine.EventSystems.TouchInputModule self = (UnityEngine.EventSystems.TouchInputModule)checkSelf(l);
         System.Boolean ret = self.ShouldActivateModule();
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
All Usage Examples Of UnityEngine.EventSystems.TouchInputModule::ShouldActivateModule