using System; using UnityEngine; using UnityEngine.EventSystems; public class FakeBaseInput : BaseInput { [NonSerialized] public String CompositionString = ""; private IMECompositionMode m_ImeCompositionMode = IMECompositionMode.Auto; private Vector2 m_CompositionCursorPos = Vector2.zero; [NonSerialized] public bool MousePresent = false; [NonSerialized] public bool[] MouseButtonDown = new bool[3]; [NonSerialized] public bool[] MouseButtonUp = new bool[3]; [NonSerialized] public bool[] MouseButton = new bool[3]; [NonSerialized] public Vector2 MousePosition = Vector2.zero; [NonSerialized] public Vector2 MouseScrollDelta = Vector2.zero; [NonSerialized] public bool TouchSupported = false; [NonSerialized] public int TouchCount = 0; [NonSerialized] public Touch TouchData; [NonSerialized] public float AxisRaw = 0f; [NonSerialized] public bool ButtonDown = false; public override string compositionString { get { return CompositionString; } } public override IMECompositionMode imeCompositionMode { get { return m_ImeCompositionMode; } set { m_ImeCompositionMode = value; } } public override Vector2 compositionCursorPos { get { return m_CompositionCursorPos; } set { m_CompositionCursorPos = value; } } public override bool mousePresent { get { return MousePresent; } } public override bool GetMouseButtonDown(int button) { return MouseButtonDown[button]; } public override bool GetMouseButtonUp(int button) { return MouseButtonUp[button]; } public override bool GetMouseButton(int button) { return MouseButton[button]; } public override Vector2 mousePosition { get { return MousePosition; } } public override Vector2 mouseScrollDelta { get { return MouseScrollDelta; } } public override bool touchSupported { get { return TouchSupported; } } public override int touchCount { get { return TouchCount; } } public override Touch GetTouch(int index) { return TouchData; } public override float GetAxisRaw(string axisName) { return AxisRaw; } public override bool GetButtonDown(string buttonName) { return ButtonDown; } }