PointerEventData
class in UnityEngine.EventSystems · UnityEngine.UI · inherits from BaseEventData
38 of 38 of Unity's members
In Tassix
One pointer's state as modules track it: what it's over, pressing and dragging.
Constructors 1
PointerEventData(EventSystem eventSystem)Fields 1
List<GameObject> hoveredProperties 35
float altitudeAngle { get; set; }float azimuthAngle { get; set; }InputButton button { get; set; }int clickCount { get; set; }float clickTime { get; set; }Vector2 delta { get; set; }int displayIndex { get; set; }bool dragging { get; set; }bool eligibleForClick { get; set; }Camera? enterEventCamera { get; }bool fullyExited { get; set; }GameObject? lastPress { get; }PenStatus penStatus { get; set; }GameObject? pointerClick { get; set; }RaycastResult pointerCurrentRaycast { get; set; }GameObject? pointerDrag { get; set; }GameObject? pointerEnter { get; set; }int pointerId { get; set; }GameObject? pointerPress { get; set; }The object pressed; setting it remembers the previous one as lastPress.
RaycastResult pointerPressRaycast { get; set; }Vector2 position { get; set; }Camera? pressEventCamera { get; }Vector2 pressPosition { get; set; }float pressure { get; set; }Vector2 radius { get; set; }Vector2 radiusVariance { get; set; }GameObject? rawPointerPress { get; set; }bool reentered { get; set; }Vector2 scrollDelta { get; set; }float tangentialPressure { get; set; }Vector2 tilt { get; set; }float twist { get; set; }bool useDragThreshold { get; set; }Vector3 worldNormal { get; set; }Vector3 worldPosition { get; set; }Methods 3
bool IsPointerMoving()bool IsScrolling()string ToString()