91 lines
3.8 KiB
C#
91 lines
3.8 KiB
C#
/**
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* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
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*
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* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
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* copy, modify, and distribute this software in source code or binary form for use
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* in connection with the web services and APIs provided by Facebook.
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*
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* As with any software that integrates with the Facebook platform, your use of
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* this software is subject to the Facebook Developer Principles and Policies
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* [http://developers.facebook.com/policy/]. This copyright notice shall be
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* included in all copies or substantial portions of the software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using Facebook.Unity;
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public class UIInputHelper : MonoBehaviour
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{
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private FBSDKEventBindingManager eventBindingManager { get; set; }
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private Boolean isOldEventSystem { get; set; } = false;
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private void Start()
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{
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EventSystem sceneEventSystem = FindObjectOfType<EventSystem>();
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isOldEventSystem = !(sceneEventSystem == null);
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if (!isOldEventSystem)
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{
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var eventSystem = new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
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DontDestroyOnLoad(eventSystem);
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}
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}
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void Update()
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{
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if (isOldEventSystem)
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{
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if (Input.GetMouseButtonDown(0) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began))
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{
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try
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{
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if (EventSystem.current.IsPointerOverGameObject() ||
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(Input.touchCount > 0 && EventSystem.current.IsPointerOverGameObject(Input.touches[0].fingerId))
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)
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{
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if (null != EventSystem.current.currentSelectedGameObject)
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{
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string name = EventSystem.current.currentSelectedGameObject.name;
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GameObject go = EventSystem.current.currentSelectedGameObject;
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if (null != go.GetComponent<UnityEngine.UI.Button>() &&
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null != eventBindingManager)
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{
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var eventBindings = eventBindingManager.eventBindings;
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FBSDKEventBinding matchedBinding = null;
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if (null != eventBindings)
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{
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foreach (var eventBinding in eventBindings)
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{
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if (FBSDKViewHiearchy.CheckGameObjectMatchPath(go, eventBinding.path))
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{
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matchedBinding = eventBinding;
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break;
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}
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}
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}
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if (null != matchedBinding)
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{
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FB.LogAppEvent(matchedBinding.eventName);
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}
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}
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}
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}
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}
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catch (Exception)
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{
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return;
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}
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}
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}
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}
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}
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