DeckStacker v1.0
A card manager plugin for Unity games.
 
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DeckStacker.DSButtonHandler Class Reference
Inheritance diagram for DeckStacker.DSButtonHandler:

Public Member Functions

void OnPointerDown (PointerEventData pointerEventData)
 
void OnPointerUp (PointerEventData pointerEventData)
 
void OnBeginDrag (PointerEventData pointerEventData)
 
void OnDrag (PointerEventData pointerEventData)
 
void OnEndDrag (PointerEventData pointerEventData)
 
void OnPointerEnter (PointerEventData pointerEventData)
 
void OnPointerExit (PointerEventData pointerEventData)
 

Properties

float longPressTime [get]
 
UnityEvent shortClickEvent [get]
 
UnityEvent longPressEvent [get]
 
UnityEvent startDragEvent [get]
 
UnityEvent draggingEvent [get]
 
UnityEvent endDragEvent [get]
 
UnityEvent hoverEnterEvent [get]
 
UnityEvent hoverExitEvent [get]
 

Detailed Description

This button handler script is a simple button implementation for UGUI Images.

Images should have Raycast Target enabled.

The advantage of DSButtonHandler is more variety in the inputs.
This implementation uses Unity's EventSystems to give click, hover, and drag events.

Member Function Documentation

◆ OnBeginDrag()

void DeckStacker.DSButtonHandler.OnBeginDrag ( PointerEventData pointerEventData)
inline

Callback from IBeginDragHandler: Detect if a drag has started

◆ OnDrag()

void DeckStacker.DSButtonHandler.OnDrag ( PointerEventData pointerEventData)
inline

Callback from IDragHandler: Detects if a drag has continued

◆ OnEndDrag()

void DeckStacker.DSButtonHandler.OnEndDrag ( PointerEventData pointerEventData)
inline

Callback from IEndDragHandler: Detects if a drag has ended

◆ OnPointerDown()

void DeckStacker.DSButtonHandler.OnPointerDown ( PointerEventData pointerEventData)
inline

Callback from IPointerDownHandler: Detect current clicks on the GameObject (the one with the script attached)

◆ OnPointerEnter()

void DeckStacker.DSButtonHandler.OnPointerEnter ( PointerEventData pointerEventData)
inline

Callback from IPointerEnterHandler: Detects if a pointer has started hovering over this element

◆ OnPointerExit()

void DeckStacker.DSButtonHandler.OnPointerExit ( PointerEventData pointerEventData)
inline

Callback from IPointerExitHandler: Detects if a pointer has exited hovering over this element

◆ OnPointerUp()

void DeckStacker.DSButtonHandler.OnPointerUp ( PointerEventData pointerEventData)
inline

Callback from IPointerDownHandler, IPointerUpHandler: Detect if clicks are no longer registering

Property Documentation

◆ draggingEvent

UnityEvent DeckStacker.DSButtonHandler.draggingEvent
get

Invoked by the OnDrag callback, when a pointer drag is ongoing.

◆ endDragEvent

UnityEvent DeckStacker.DSButtonHandler.endDragEvent
get

Invoked by the OnEndDrag callback, when a pointer drag has ended, this frame.

◆ hoverEnterEvent

UnityEvent DeckStacker.DSButtonHandler.hoverEnterEvent
get

Invoked by the OnPointerEnter callback, when a pointer has started overlapping this object, this frame.

◆ hoverExitEvent

UnityEvent DeckStacker.DSButtonHandler.hoverExitEvent
get

Invoked by the OnPointerExit callback, when a previously overlapping pointer is exiting that overlap.

◆ longPressEvent

UnityEvent DeckStacker.DSButtonHandler.longPressEvent
get

Pointer click events that exceed the longPressTime will invoke this UnityEvent.
\nInvoked in the Update() loop.

◆ longPressTime

float DeckStacker.DSButtonHandler.longPressTime
get

The time between a pointer down event and pointer up event is measured. If the time is longer than this value, the pointer press is considered a "long press" instead of a "short click".

◆ shortClickEvent

UnityEvent DeckStacker.DSButtonHandler.shortClickEvent
get

Pointer click events that are not long enough to be a "long press" will invoke this UnityEvent.
\nInvoked by OnPointerUp.

◆ startDragEvent

UnityEvent DeckStacker.DSButtonHandler.startDragEvent
get

Invoked by the OnBeginDrag callback, when the beginning of a pointer drag has been detected.


The documentation for this class was generated from the following file: