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using System;
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using System.Text;
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using System.Collections.Generic;
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namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// Each touch event creates one of these containing all the relevant information.
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/// </summary>
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public class PointerEventData : BaseEventData
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{
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/// <summary>
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/// Input press tracking.
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/// </summary>
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public enum InputButton
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{
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/// <summary>
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/// Left button
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/// </summary>
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Left = 0,
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/// <summary>
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/// Right button.
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/// </summary>
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Right = 1,
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/// <summary>
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/// Middle button
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/// </summary>
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Middle = 2
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}
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/// <summary>
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/// The state of a press for the given frame.
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/// </summary>
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public enum FramePressState
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{
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/// <summary>
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/// Button was pressed this frame.
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/// </summary>
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Pressed,
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/// <summary>
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/// Button was released this frame.
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/// </summary>
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Released,
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/// <summary>
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/// Button was pressed and released this frame.
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/// </summary>
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PressedAndReleased,
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/// <summary>
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/// Same as last frame.
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/// </summary>
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NotChanged
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}
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/// <summary>
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/// The object that received 'OnPointerEnter'.
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/// </summary>
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public GameObject pointerEnter { get; set; }
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// The object that received OnPointerDown
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private GameObject m_PointerPress;
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/// <summary>
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/// The raw GameObject for the last press event. This means that it is the 'pressed' GameObject even if it can not receive the press event itself.
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/// </summary>
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public GameObject lastPress { get; private set; }
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/// <summary>
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/// The object that the press happened on even if it can not handle the press event.
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/// </summary>
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public GameObject rawPointerPress { get; set; }
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/// <summary>
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/// The object that is receiving 'OnDrag'.
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/// </summary>
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public GameObject pointerDrag { get; set; }
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/// <summary>
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/// The object that should receive the 'OnPointerClick' event.
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/// </summary>
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public GameObject pointerClick { get; set; }
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/// <summary>
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/// RaycastResult associated with the current event.
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/// </summary>
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public RaycastResult pointerCurrentRaycast { get; set; }
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/// <summary>
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/// RaycastResult associated with the pointer press.
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/// </summary>
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public RaycastResult pointerPressRaycast { get; set; }
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public List<GameObject> hovered = new List<GameObject>();
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/// <summary>
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/// Is it possible to click this frame
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/// </summary>
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public bool eligibleForClick { get; set; }
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/// <summary>
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/// Id of the pointer (touch id).
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/// </summary>
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public int pointerId { get; set; }
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/// <summary>
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/// Current pointer position.
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/// </summary>
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public Vector2 position { get; set; }
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/// <summary>
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/// Pointer delta since last update.
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/// </summary>
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public Vector2 delta { get; set; }
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/// <summary>
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/// Position of the press.
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/// </summary>
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public Vector2 pressPosition { get; set; }
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/// <summary>
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/// World-space position where a ray cast into the screen hits something
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/// </summary>
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[Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")]
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public Vector3 worldPosition { get; set; }
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/// <summary>
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/// World-space normal where a ray cast into the screen hits something
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/// </summary>
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[Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")]
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public Vector3 worldNormal { get; set; }
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/// <summary>
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/// The last time a click event was sent. Used for double click
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/// </summary>
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public float clickTime { get; set; }
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/// <summary>
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/// Number of clicks in a row.
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/// </summary>
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/// <example>
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/// <code>
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/// <![CDATA[
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/// using UnityEngine;
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/// using System.Collections;
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/// using UnityEngine.UI;
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/// using UnityEngine.EventSystems;// Required when using Event data.
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///
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/// public class ExampleClass : MonoBehaviour, IPointerDownHandler
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/// {
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/// public void OnPointerDown(PointerEventData eventData)
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/// {
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/// //Grab the number of consecutive clicks and assign it to an integer varible.
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/// int i = eventData.clickCount;
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/// //Display the click count.
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/// Debug.Log(i);
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/// }
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/// }
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/// ]]>
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///</code>
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/// </example>
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public int clickCount { get; set; }
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/// <summary>
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/// The amount of scroll since the last update.
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/// </summary>
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public Vector2 scrollDelta { get; set; }
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/// <summary>
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/// Should a drag threshold be used?
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/// </summary>
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/// <remarks>
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/// If you do not want a drag threshold set this to false in IInitializePotentialDragHandler.OnInitializePotentialDrag.
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/// </remarks>
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public bool useDragThreshold { get; set; }
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/// <summary>
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/// Is a drag operation currently occuring.
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/// </summary>
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public bool dragging { get; set; }
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/// <summary>
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/// The EventSystems.PointerEventData.InputButton for this event.
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/// </summary>
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public InputButton button { get; set; }
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/// <summary>
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/// The amount of pressure currently applied by a touch.
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/// </summary>
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/// <remarks>
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/// If the device does not report pressure, the value of this property is 1.0f.
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/// </remarks>
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
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public float pressure { get; set; }
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/// <summary>
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/// The pressure applied to an additional pressure-sensitive control on the stylus.
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/// </summary>
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
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public float tangentialPressure { get; set; }
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/// <summary>
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/// The angle of the stylus relative to the surface, in radians
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/// </summary>
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/// <remarks>
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/// A value of 0 indicates that the stylus is parallel to the surface. A value of pi/2 indicates that it is perpendicular to the surface.
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/// </remarks>
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
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public float altitudeAngle { get; set; }
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/// <summary>
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/// The angle of the stylus relative to the x-axis, in radians.
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/// </summary>
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/// <remarks>
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/// A value of 0 indicates that the stylus is pointed along the x-axis of the device.
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/// </remarks>
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
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public float azimuthAngle { get; set; }
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/// <summary>
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/// The rotation of the stylus around its axis, in radians.
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/// </summary>
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
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public float twist { get; set; }
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/// <summary>
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/// An estimate of the radius of a touch.
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/// </summary>
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/// <remarks>
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/// Add `radiusVariance` to get the maximum touch radius, subtract it to get the minimum touch radius.
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/// </remarks>
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
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public Vector2 radius { get; set; }
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/// <summary>
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/// The accuracy of the touch radius.
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/// </summary>
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/// <remarks>
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/// Add this value to the radius to get the maximum touch radius, subtract it to get the minimum touch radius.
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/// </remarks>
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public Vector2 radiusVariance { get; set; }
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/// <seealso cref="UnityEngine.UIElements.IPointerEvent" />
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public PointerEventData(EventSystem eventSystem) : base(eventSystem)
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{
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eligibleForClick = false;
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pointerId = -1;
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position = Vector2.zero; // Current position of the mouse or touch event
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delta = Vector2.zero; // Delta since last update
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pressPosition = Vector2.zero; // Delta since the event started being tracked
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clickTime = 0.0f; // The last time a click event was sent out (used for double-clicks)
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clickCount = 0; // Number of clicks in a row. 2 for a double-click for example.
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scrollDelta = Vector2.zero;
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useDragThreshold = true;
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dragging = false;
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button = InputButton.Left;
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pressure = 0f;
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tangentialPressure = 0f;
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altitudeAngle = 0f;
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azimuthAngle = 0f;
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twist = 0f;
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radius = Vector2.zero;
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radiusVariance = Vector2.zero;
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}
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/// <summary>
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/// Is the pointer moving.
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/// </summary>
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public bool IsPointerMoving()
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{
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return delta.sqrMagnitude > 0.0f;
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}
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/// <summary>
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/// Is scroll being used on the input device.
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/// </summary>
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public bool IsScrolling()
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{
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return scrollDelta.sqrMagnitude > 0.0f;
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}
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/// <summary>
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/// The camera associated with the last OnPointerEnter event.
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/// </summary>
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public Camera enterEventCamera
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{
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get { return pointerCurrentRaycast.module == null ? null : pointerCurrentRaycast.module.eventCamera; }
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}
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/// <summary>
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/// The camera associated with the last OnPointerPress event.
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/// </summary>
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public Camera pressEventCamera
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{
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get { return pointerPressRaycast.module == null ? null : pointerPressRaycast.module.eventCamera; }
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}
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/// <summary>
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/// The GameObject that received the OnPointerDown.
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/// </summary>
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public GameObject pointerPress
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{
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get { return m_PointerPress; }
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set
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{
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if (m_PointerPress == value)
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return;
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lastPress = m_PointerPress;
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m_PointerPress = value;
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}
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}
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public override string ToString()
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{
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var sb = new StringBuilder();
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sb.AppendLine("<b>Position</b>: " + position);
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sb.AppendLine("<b>delta</b>: " + delta);
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sb.AppendLine("<b>eligibleForClick</b>: " + eligibleForClick);
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sb.AppendLine("<b>pointerEnter</b>: " + pointerEnter);
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sb.AppendLine("<b>pointerPress</b>: " + pointerPress);
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sb.AppendLine("<b>lastPointerPress</b>: " + lastPress);
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sb.AppendLine("<b>pointerDrag</b>: " + pointerDrag);
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sb.AppendLine("<b>Use Drag Threshold</b>: " + useDragThreshold);
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sb.AppendLine("<b>Current Raycast:</b>");
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sb.AppendLine(pointerCurrentRaycast.ToString());
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sb.AppendLine("<b>Press Raycast:</b>");
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sb.AppendLine(pointerPressRaycast.ToString());
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sb.AppendLine("<b>pressure</b>: " + pressure);
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sb.AppendLine("<b>tangentialPressure</b>: " + tangentialPressure);
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sb.AppendLine("<b>altitudeAngle</b>: " + altitudeAngle);
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sb.AppendLine("<b>azimuthAngle</b>: " + azimuthAngle);
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sb.AppendLine("<b>twist</b>: " + twist);
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sb.AppendLine("<b>radius</b>: " + radius);
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sb.AppendLine("<b>radiusVariance</b>: " + radiusVariance);
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return sb.ToString();
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}
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}
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}
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