Processes mouse events

C# | Visual Basic | Visual C++ |
public class MouseProcessor : UnityEventProcessorBase
Public Class MouseProcessor _ Inherits UnityEventProcessorBase
public ref class MouseProcessor : public UnityEventProcessorBase

All Members | Constructors | Methods | Properties | Fields | |
Icon | Member | Description |
---|---|---|
![]() | MouseProcessor(SystemManager) |
Constructor
|
![]() ![]() | DebugMode |
Debug mode
|
![]() | Equals(Object) | (Inherited from Object.) |
![]() | Finalize()()()() | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) |
![]() | GetHashCode()()()() | Serves as a hash function for a particular type. (Inherited from Object.) |
![]() | GetType()()()() | Gets the type of the current instance. (Inherited from Object.) |
![]() | MemberwiseClone()()()() | Creates a shallow copy of the current Object. (Inherited from Object.) |
![]() ![]() | MouseDownEvent |
When we make the mousedown action, the last mousedown event is saved here This is because the MouseEventDispatcher needs this info when building mousemove events Mouse move events need the button info because of handling component states |
![]() | Process(Event) |
Precessing the mouse
(Overrides UnityEventProcessorBase.Process(Event).) |
![]() | ProcessWheel(Event) |
A special method, since ScrollWheel event is not a mouse event nor a key event
|
![]() | SystemManager |
The reference to system manager
(Inherited from UnityEventProcessorBase.) |
![]() | ToString()()()() | Returns a string that represents the current object. (Inherited from Object.) |

Object | ||
![]() | UnityEventProcessorBase | |
![]() | MouseProcessor |