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using System;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine.UI.CoroutineTween;
namespace UnityEngine.UI
{
/// <summary>
/// Base class for all UI components that should be derived from when creating new Graphic types.
/// </summary>
#if ENABLE_HYBRID_RENDERER_V2 && URP_9_0_0_OR_NEWER
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.Rendering
{
@stramit
stramit / TouchInputModule.cs
Created September 23, 2014 09:48
TouchInputModule (b19)
using System.Text;
namespace UnityEngine.EventSystems
{
[AddComponentMenu("Event/Touch Input Module")]
public class TouchInputModule : PointerInputModule
{
protected TouchInputModule()
{}
@stramit
stramit / GraphicRaycaster.cs
Created June 25, 2014 08:12
GraphicRaycaster
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine.EventSystems;
namespace UnityEngine.UI
{
[AddComponentMenu("Event/Graphic Raycaster")]
[RequireComponent(typeof(Canvas))]
public class GraphicRaycaster : BaseRaycaster, ISerializationCallbackReceiver
using System.Collections.Generic;
using System.Reflection;
namespace UnityEngine.EventSystems
{
[AddComponentMenu("Event/Standalone Input Module")]
public class StandaloneInputModule : PointerInputModule
{
private float m_NextAction;
@stramit
stramit / CustomEvents.cs
Created September 4, 2014 06:16
Sending Custom Events via the EvenSystem
using System;
using System.Collections.Generic;
using UnityEngine.Events;
// interface you implement in your MB to receive events
public interface ICustomHandler : IEventSystemHandler
{
void OnCustomCode(CustomEventData eventData);
}