FakeBaseInput.cs
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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;
}
}