using System; using UnityEngine; using UnityEngine.EventSystems; using Facebook.Unity; public class UIInputHelper : MonoBehaviour { private FBSDKEventBindingManager eventBindingManager { get; set; } private Boolean isOldEventSystem { get; set; } = false; private void Start() { EventSystem sceneEventSystem = FindObjectOfType(); isOldEventSystem = !(sceneEventSystem == null); if (!isOldEventSystem) { var eventSystem = new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule)); DontDestroyOnLoad(eventSystem); } } void Update() { if (isOldEventSystem) { if (Input.GetMouseButtonDown(0) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)) { try { if (EventSystem.current.IsPointerOverGameObject() || (Input.touchCount > 0 && EventSystem.current.IsPointerOverGameObject(Input.touches[0].fingerId)) ) { if (null != EventSystem.current.currentSelectedGameObject) { string name = EventSystem.current.currentSelectedGameObject.name; GameObject go = EventSystem.current.currentSelectedGameObject; if (null != go.GetComponent() && null != eventBindingManager) { var eventBindings = eventBindingManager.eventBindings; FBSDKEventBinding matchedBinding = null; if (null != eventBindings) { foreach (var eventBinding in eventBindings) { if (FBSDKViewHiearchy.CheckGameObjectMatchPath(go, eventBinding.path)) { matchedBinding = eventBinding; break; } } } if (null != matchedBinding) { FB.LogAppEvent(matchedBinding.eventName); } } } } } catch (Exception) { return; } } } } }