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

ShouldActivateModule() public method

See BaseInputModule.

public ShouldActivateModule ( ) : bool
return bool
        public override bool ShouldActivateModule()
        {
            if (!base.ShouldActivateModule())
            {
                return false;
            }
            bool flag2 = this.m_ForceModuleActive | base.input.GetButtonDown(this.m_SubmitButton);
            flag2 |= base.input.GetButtonDown(this.m_CancelButton);
            flag2 |= !Mathf.Approximately(base.input.GetAxisRaw(this.m_HorizontalAxis), 0f);
            flag2 |= !Mathf.Approximately(base.input.GetAxisRaw(this.m_VerticalAxis), 0f);
            Vector2 vector = this.m_MousePosition - this.m_LastMousePosition;
            flag2 |= vector.sqrMagnitude > 0f;
            flag2 |= base.input.GetMouseButtonDown(0);
            if (base.input.touchCount > 0)
            {
                flag2 = true;
            }
            return flag2;
        }

Usage Example

 static public int ShouldActivateModule(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.EventSystems.StandaloneInputModule self = (UnityEngine.EventSystems.StandaloneInputModule)checkSelf(l);
         var ret = self.ShouldActivateModule();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
All Usage Examples Of UnityEngine.EventSystems.StandaloneInputModule::ShouldActivateModule