UnityEngine.UIElements 中的类
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实现于:UnityEngine.UIElementsModule
实现接口:ITransitionEvent
过渡事件的抽象基类。
elapsedTime | 过渡运行的秒数,不包括延迟阶段时间。 |
stylePropertyNames | 与过渡关联的属性的名称。 |
AffectsProperty | 确定 ITransitionEvent 是否影响指定的属性。 |
GetPooled | 从事件池中获取一个事件,并使用给定的值对其进行初始化。使用此函数而不是创建新的事件。从此方法获取的事件应使用 Dispose() 释放回池中。 |
bubbles | 返回此事件类型在事件传播路径中是否冒泡。 |
currentTarget | 事件的当前目标。这是事件处理程序当前正在执行的传播路径中的 VisualElement。 |
dispatch | 指示事件是否正在分派到可视元素。事件在分派时不能重新分派。如果您需要递归地分派事件,建议您使用事件的副本。 |
imguiEvent | 此事件源的 IMGUIEvent。源可以为 null,因为并非所有事件都由 IMGUI 生成。 |
isImmediatePropagationStopped | 指示是否为此事件调用了 StopImmediatePropagation()。 |
isPropagationStopped | 是否为此事件调用了 StopPropagation()。 |
originalMousePosition | IMGUI 事件的原始鼠标位置,在转换为当前目标本地坐标之前。 |
pooled | 事件是否从事件池中分配。 |
propagationPhase | 此事件的当前传播阶段。 |
target | 接收此事件的目标可视元素。与 currentTarget 不同,此目标在事件沿传播路径发送到其他元素时不会更改。 |
timestamp | 创建事件的时间(以毫秒为单位)。 |
tricklesDown | 返回此事件是否在 TrickleDown 阶段沿事件传播路径向下发送。 |
eventTypeId | 检索此事件实例的类型 ID。 |
StopImmediatePropagation | 立即停止事件的传播。事件不会发送到传播路径中的其他元素。此方法可防止其他事件处理程序在当前目标上执行。 |
StopPropagation | 停止传播此事件。事件不会发送到传播路径中的其他元素。此方法不会阻止其他事件处理程序在当前目标上执行。如果此方法在 TrickleDown 传播阶段期间被调用,它将阻止默认操作被处理,例如,元素由于 PointerDownEvent 而获得焦点。 |
Dispose | IDispose 的实现。 |
PostDispatch | 允许子类在事件分派后执行自定义逻辑。 |
PreDispatch | 允许子类在事件分派之前执行自定义逻辑。 |
Init | 将所有事件成员重置为其初始值。 |
RegisterEventType | 将事件类注册到事件类型系统。 |
GetPooled | 从事件池中获取一个事件。使用此函数而不是创建新的事件。使用此方法获取的事件需要释放回池中。您可以使用 Dispose() 释放它们。 |
TypeId | 检索此事件实例的类型 ID。 |
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