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IEventSystemMethods

Trait IEventSystemMethods 

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pub trait IEventSystemMethods: IEventSystem {
Show 26 methods // Provided methods fn get_send_navigation_events(self) -> bool { ... } fn set_send_navigation_events(self, value: impl Into<bool>) { ... } fn get_pixel_drag_threshold(self) -> i32 { ... } fn set_pixel_drag_threshold(self, value: impl Into<i32>) { ... } fn get_current_input_module(self) -> BaseInputModule { ... } fn get_first_selected_game_object(self) -> GameObject { ... } fn set_first_selected_game_object(self, value: impl Into<GameObject>) { ... } fn get_current_selected_game_object(self) -> GameObject { ... } fn get_last_selected_game_object(self) -> GameObject { ... } fn get_is_focused(self) -> bool { ... } fn ctor(self) { ... } fn update_modules(self) { ... } fn get_already_selecting(self) -> bool { ... } fn set_selected_game_object( self, selected: impl Into<GameObject>, pointer: impl Into<BaseEventData>, ) { ... } fn get_base_event_data_cache(self) -> BaseEventData { ... } fn set_selected_game_object_2(self, selected: impl Into<GameObject>) { ... } fn raycast_all( self, event_data: impl Into<PointerEventData>, raycast_results: impl Into<List_1<RaycastResult>>, ) { ... } fn is_pointer_over_game_object(self) -> bool { ... } fn is_pointer_over_game_object_2(self, pointer_id: impl Into<i32>) -> bool { ... } fn on_enable(self) { ... } fn on_disable(self) { ... } fn tick_modules(self) { ... } fn on_application_focus(self, has_focus: impl Into<bool>) { ... } fn update(self) { ... } fn change_event_module(self, module: impl Into<BaseInputModule>) { ... } fn to_string(self) -> Il2CppString { ... }
}

Provided Methods§

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fn get_send_navigation_events(self) -> bool

get_sendNavigationEvents() overload

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fn set_send_navigation_events(self, value: impl Into<bool>)

set_sendNavigationEvents(bool) overload

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fn get_pixel_drag_threshold(self) -> i32

get_pixelDragThreshold() overload

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fn set_pixel_drag_threshold(self, value: impl Into<i32>)

set_pixelDragThreshold(i32) overload

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fn get_current_input_module(self) -> BaseInputModule

get_currentInputModule() overload

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fn get_first_selected_game_object(self) -> GameObject

get_firstSelectedGameObject() overload

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fn set_first_selected_game_object(self, value: impl Into<GameObject>)

set_firstSelectedGameObject(crate::unity_engine::gameobject::GameObject) overload

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fn get_current_selected_game_object(self) -> GameObject

get_currentSelectedGameObject() overload

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fn get_last_selected_game_object(self) -> GameObject

get_lastSelectedGameObject() overload

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fn get_is_focused(self) -> bool

get_isFocused() overload

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fn ctor(self)

.ctor() overload

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fn update_modules(self)

UpdateModules() overload

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fn get_already_selecting(self) -> bool

get_alreadySelecting() overload

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fn set_selected_game_object( self, selected: impl Into<GameObject>, pointer: impl Into<BaseEventData>, )

SetSelectedGameObject(crate::unity_engine::gameobject::GameObject, crate::unity_engine::event_systems::baseeventdata::BaseEventData) overload

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fn get_base_event_data_cache(self) -> BaseEventData

get_baseEventDataCache() overload

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fn set_selected_game_object_2(self, selected: impl Into<GameObject>)

SetSelectedGameObject(crate::unity_engine::gameobject::GameObject) overload

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fn raycast_all( self, event_data: impl Into<PointerEventData>, raycast_results: impl Into<List_1<RaycastResult>>, )

RaycastAll(crate::unity_engine::event_systems::pointereventdata::PointerEventData, crate::system::collections::generic::list_1::List_1<crate::unity_engine::event_systems::raycastresult::RaycastResult>) overload

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fn is_pointer_over_game_object(self) -> bool

IsPointerOverGameObject() overload

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fn is_pointer_over_game_object_2(self, pointer_id: impl Into<i32>) -> bool

IsPointerOverGameObject(i32) overload

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fn on_enable(self)

OnEnable() overload

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fn on_disable(self)

OnDisable() overload

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fn tick_modules(self)

TickModules() overload

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fn on_application_focus(self, has_focus: impl Into<bool>)

OnApplicationFocus(bool) overload

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fn update(self)

Update() overload

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fn change_event_module(self, module: impl Into<BaseInputModule>)

ChangeEventModule(crate::unity_engine::event_systems::baseinputmodule::BaseInputModule) overload

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fn to_string(self) -> Il2CppString

ToString() overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

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impl<__T: IEventSystem> IEventSystemMethods for __T

Available on crate feature unity_engine-event_systems-eventsystem only.