using UnityEngine.EventSystems; namespace Unity.VisualScripting { public abstract class PointerEventUnit : GameObjectEventUnit { /// /// The pointer event data. /// [DoNotSerialize] [PortLabelHidden] public ValueOutput data { get; private set; } protected override void Definition() { base.Definition(); data = ValueOutput(nameof(data)); } protected override void AssignArguments(Flow flow, PointerEventData data) { flow.SetValue(this.data, data); } } }