36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
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// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using Doozy.Runtime.Signals;
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using Doozy.Runtime.UIManager.Events;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace Doozy.Runtime.UIManager.Triggers
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{
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[AddComponentMenu("UI/Triggers/PointerExit")]
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public class PointerExitTrigger : SignalProvider, IPointerExitHandler
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{
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// #if UNITY_EDITOR
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// [UnityEditor.MenuItem("GameObject/UI/Triggers/PointerExit", false, 8)]
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// private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
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// {
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// GameObjectUtils.AddToScene<PointerExitTrigger>("PointerExit Trigger", false, true);
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// }
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// #endif
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/// <summary> Called when the pointer exits the trigger </summary>
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public PointerEventDataEvent OnTrigger = new PointerEventDataEvent();
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public PointerExitTrigger() : base(ProviderType.Local, "Pointer", "Exit", typeof(PointerExitTrigger)) {}
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public void OnPointerExit(PointerEventData eventData)
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{
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if (UISettings.interactionsDisabled) return;
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SendSignal(eventData);
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OnTrigger?.Invoke(eventData);
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}
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}
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}
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