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							- using UnityEngine;
 
- namespace FairyGUI
 
- {
 
-     /// <summary>
 
-     /// 
 
-     /// </summary>
 
-     public class InputEvent
 
-     {
 
-         /// <summary>
 
-         /// x position in stage coordinates.
 
-         /// </summary>
 
-         public float x { get; internal set; }
 
-         /// <summary>
 
-         /// y position in stage coordinates.
 
-         /// </summary>
 
-         public float y { get; internal set; }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public KeyCode keyCode { get; internal set; }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public char character { get; internal set; }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public EventModifiers modifiers { get; internal set; }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public float mouseWheelDelta { get; internal set; }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public int touchId { get; internal set; }
 
-         /// <summary>
 
-         /// -1-none,0-left,1-right,2-middle
 
-         /// </summary>
 
-         public int button { get; internal set; }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         /// <value></value>
 
-         public int clickCount { get; internal set; }
 
-         /// <summary>
 
-         /// Duraion of holding the button. You can read this in touchEnd or click event.
 
-         /// </summary>
 
-         /// <value></value>
 
-         public float holdTime { get; internal set; }
 
-         public InputEvent()
 
-         {
 
-             touchId = -1;
 
-             x = 0;
 
-             y = 0;
 
-             clickCount = 0;
 
-             keyCode = KeyCode.None;
 
-             character = '\0';
 
-             modifiers = 0;
 
-             mouseWheelDelta = 0;
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public Vector2 position
 
-         {
 
-             get { return new Vector2(x, y); }
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public bool isDoubleClick
 
-         {
 
-             get { return clickCount > 1 && button == 0; }
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public bool ctrlOrCmd
 
-         {
 
-             get
 
-             {
 
-                 return ctrl || command;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public bool ctrl
 
-         {
 
-             get
 
-             {
 
-                 return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public bool shift
 
-         {
 
-             get
 
-             {
 
-                 return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public bool alt
 
-         {
 
-             get
 
-             {
 
-                 return Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 
 
-         /// </summary>
 
-         public bool command
 
-         {
 
-             get
 
-             {
 
-                 //In win, as long as the win key and other keys are pressed at the same time, the getKey will continue to return true. So it can only be shielded.
 
-                 if (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXEditor)
 
-                     return Input.GetKey(KeyCode.LeftCommand) || Input.GetKey(KeyCode.RightCommand);
 
-                 else
 
-                     return false;
 
-             }
 
-         }
 
-     }
 
- }
 
 
  |