---@meta ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.AxisEventData: UnityEngine.EventSystems.BaseEventData ---@source UnityEngine.UI.dll ---@field moveVector UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field moveDir UnityEngine.EventSystems.MoveDirection ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.AxisEventData = {} ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.AbstractEventData: object ---@source UnityEngine.UI.dll ---@field used bool ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.AbstractEventData = {} ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.AbstractEventData.Reset() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.AbstractEventData.Use() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.BaseEventData: UnityEngine.EventSystems.AbstractEventData ---@source UnityEngine.UI.dll ---@field currentInputModule UnityEngine.EventSystems.BaseInputModule ---@source UnityEngine.UI.dll ---@field selectedObject UnityEngine.GameObject ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.BaseEventData = {} ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.PointerEventData: UnityEngine.EventSystems.BaseEventData ---@source UnityEngine.UI.dll ---@field hovered System.Collections.Generic.List ---@source UnityEngine.UI.dll ---@field pointerEnter UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field lastPress UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field rawPointerPress UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field pointerDrag UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field pointerClick UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field pointerCurrentRaycast UnityEngine.EventSystems.RaycastResult ---@source UnityEngine.UI.dll ---@field pointerPressRaycast UnityEngine.EventSystems.RaycastResult ---@source UnityEngine.UI.dll ---@field eligibleForClick bool ---@source UnityEngine.UI.dll ---@field pointerId int ---@source UnityEngine.UI.dll ---@field position UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field delta UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field pressPosition UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field worldPosition UnityEngine.Vector3 ---@source UnityEngine.UI.dll ---@field worldNormal UnityEngine.Vector3 ---@source UnityEngine.UI.dll ---@field clickTime float ---@source UnityEngine.UI.dll ---@field clickCount int ---@source UnityEngine.UI.dll ---@field scrollDelta UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field useDragThreshold bool ---@source UnityEngine.UI.dll ---@field dragging bool ---@source UnityEngine.UI.dll ---@field button UnityEngine.EventSystems.PointerEventData.InputButton ---@source UnityEngine.UI.dll ---@field enterEventCamera UnityEngine.Camera ---@source UnityEngine.UI.dll ---@field pressEventCamera UnityEngine.Camera ---@source UnityEngine.UI.dll ---@field pointerPress UnityEngine.GameObject ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.PointerEventData = {} ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.PointerEventData.IsPointerMoving() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.PointerEventData.IsScrolling() end ---@source UnityEngine.UI.dll ---@return String function CS.UnityEngine.EventSystems.PointerEventData.ToString() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.EventHandle: System.Enum ---@source UnityEngine.UI.dll ---@field Unused UnityEngine.EventSystems.EventHandle ---@source UnityEngine.UI.dll ---@field Used UnityEngine.EventSystems.EventHandle ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.EventHandle = {} ---@source ---@param value any ---@return UnityEngine.EventSystems.EventHandle function CS.UnityEngine.EventSystems.EventHandle:__CastFrom(value) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IEventSystemHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IEventSystemHandler = {} ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IPointerEnterHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IPointerEnterHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IPointerEnterHandler.OnPointerEnter(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IPointerExitHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IPointerExitHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IPointerExitHandler.OnPointerExit(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IPointerUpHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IPointerUpHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IPointerUpHandler.OnPointerUp(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IPointerDownHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IPointerDownHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IPointerDownHandler.OnPointerDown(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IPointerClickHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IPointerClickHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IInitializePotentialDragHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IInitializePotentialDragHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IInitializePotentialDragHandler.OnInitializePotentialDrag(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IBeginDragHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IBeginDragHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IBeginDragHandler.OnBeginDrag(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.InputButton: System.Enum ---@source UnityEngine.UI.dll ---@field Left UnityEngine.EventSystems.PointerEventData.InputButton ---@source UnityEngine.UI.dll ---@field Right UnityEngine.EventSystems.PointerEventData.InputButton ---@source UnityEngine.UI.dll ---@field Middle UnityEngine.EventSystems.PointerEventData.InputButton ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.InputButton = {} ---@source ---@param value any ---@return UnityEngine.EventSystems.PointerEventData.InputButton function CS.UnityEngine.EventSystems.InputButton:__CastFrom(value) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IDragHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IDragHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IDragHandler.OnDrag(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IEndDragHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IEndDragHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IEndDragHandler.OnEndDrag(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.FramePressState: System.Enum ---@source UnityEngine.UI.dll ---@field Pressed UnityEngine.EventSystems.PointerEventData.FramePressState ---@source UnityEngine.UI.dll ---@field Released UnityEngine.EventSystems.PointerEventData.FramePressState ---@source UnityEngine.UI.dll ---@field PressedAndReleased UnityEngine.EventSystems.PointerEventData.FramePressState ---@source UnityEngine.UI.dll ---@field NotChanged UnityEngine.EventSystems.PointerEventData.FramePressState ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.FramePressState = {} ---@source ---@param value any ---@return UnityEngine.EventSystems.PointerEventData.FramePressState function CS.UnityEngine.EventSystems.FramePressState:__CastFrom(value) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IScrollHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IScrollHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IScrollHandler.OnScroll(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IDropHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IDropHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.IDropHandler.OnDrop(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IUpdateSelectedHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IUpdateSelectedHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.IUpdateSelectedHandler.OnUpdateSelected(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.ISelectHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.ISelectHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.ISelectHandler.OnSelect(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IDeselectHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IDeselectHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.IDeselectHandler.OnDeselect(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.IMoveHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.IMoveHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.AxisEventData function CS.UnityEngine.EventSystems.IMoveHandler.OnMove(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.ISubmitHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.ISubmitHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.ISubmitHandler.OnSubmit(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.ICancelHandler ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.ICancelHandler = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.ICancelHandler.OnCancel(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.EventSystem: UnityEngine.EventSystems.UIBehaviour ---@source UnityEngine.UI.dll ---@field current UnityEngine.EventSystems.EventSystem ---@source UnityEngine.UI.dll ---@field sendNavigationEvents bool ---@source UnityEngine.UI.dll ---@field pixelDragThreshold int ---@source UnityEngine.UI.dll ---@field currentInputModule UnityEngine.EventSystems.BaseInputModule ---@source UnityEngine.UI.dll ---@field firstSelectedGameObject UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field currentSelectedGameObject UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field lastSelectedGameObject UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field isFocused bool ---@source UnityEngine.UI.dll ---@field alreadySelecting bool ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.EventSystem = {} ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.EventSystem.UpdateModules() end ---@source UnityEngine.UI.dll ---@param selected UnityEngine.GameObject ---@param pointer UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(selected, pointer) end ---@source UnityEngine.UI.dll ---@param selected UnityEngine.GameObject function CS.UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(selected) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData ---@param raycastResults System.Collections.Generic.List function CS.UnityEngine.EventSystems.EventSystem.RaycastAll(eventData, raycastResults) end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject() end ---@source UnityEngine.UI.dll ---@param pointerId int ---@return Boolean function CS.UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject(pointerId) end ---@source UnityEngine.UI.dll ---@return String function CS.UnityEngine.EventSystems.EventSystem.ToString() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.EventTriggerType: System.Enum ---@source UnityEngine.UI.dll ---@field PointerEnter UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field PointerExit UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field PointerDown UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field PointerUp UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field PointerClick UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Drag UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Drop UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Scroll UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field UpdateSelected UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Select UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Deselect UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Move UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field InitializePotentialDrag UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field BeginDrag UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field EndDrag UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Submit UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field Cancel UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.EventTriggerType = {} ---@source ---@param value any ---@return UnityEngine.EventSystems.EventTriggerType function CS.UnityEngine.EventSystems.EventTriggerType:__CastFrom(value) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.EventTrigger: UnityEngine.MonoBehaviour ---@source UnityEngine.UI.dll ---@field delegates System.Collections.Generic.List ---@source UnityEngine.UI.dll ---@field triggers System.Collections.Generic.List ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.EventTrigger = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnPointerEnter(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnPointerExit(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnDrag(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnDrop(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnPointerDown(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnPointerUp(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnPointerClick(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.EventTrigger.OnSelect(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.EventTrigger.OnDeselect(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnScroll(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.AxisEventData function CS.UnityEngine.EventSystems.EventTrigger.OnMove(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.EventTrigger.OnUpdateSelected(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnInitializePotentialDrag(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnBeginDrag(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData function CS.UnityEngine.EventSystems.EventTrigger.OnEndDrag(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.EventTrigger.OnSubmit(eventData) end ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.EventTrigger.OnCancel(eventData) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.ExecuteEvents: object ---@source UnityEngine.UI.dll ---@field pointerEnterHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field pointerExitHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field pointerDownHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field pointerUpHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field pointerClickHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field initializePotentialDrag UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field beginDragHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field dragHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field endDragHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field dropHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field scrollHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field updateSelectedHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field selectHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field deselectHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field moveHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field submitHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll ---@field cancelHandler UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.ExecuteEvents = {} ---@source UnityEngine.UI.dll ---@param data UnityEngine.EventSystems.BaseEventData ---@return T function CS.UnityEngine.EventSystems.ExecuteEvents:ValidateEventData(data) end ---@source UnityEngine.UI.dll ---@param target UnityEngine.GameObject ---@param eventData UnityEngine.EventSystems.BaseEventData ---@param functor UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@return Boolean function CS.UnityEngine.EventSystems.ExecuteEvents:Execute(target, eventData, functor) end ---@source UnityEngine.UI.dll ---@param root UnityEngine.GameObject ---@param eventData UnityEngine.EventSystems.BaseEventData ---@param callbackFunction UnityEngine.EventSystems.ExecuteEvents.EventFunction ---@return GameObject function CS.UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(root, eventData, callbackFunction) end ---@source UnityEngine.UI.dll ---@param go UnityEngine.GameObject ---@return Boolean function CS.UnityEngine.EventSystems.ExecuteEvents:CanHandleEvent(go) end ---@source UnityEngine.UI.dll ---@param root UnityEngine.GameObject ---@return GameObject function CS.UnityEngine.EventSystems.ExecuteEvents:GetEventHandler(root) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.EventFunction: System.MulticastDelegate ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.EventFunction = {} ---@source UnityEngine.UI.dll ---@param handler T1 ---@param eventData UnityEngine.EventSystems.BaseEventData function CS.UnityEngine.EventSystems.EventFunction.Invoke(handler, eventData) end ---@source UnityEngine.UI.dll ---@param handler T1 ---@param eventData UnityEngine.EventSystems.BaseEventData ---@param callback System.AsyncCallback ---@param object object ---@return IAsyncResult function CS.UnityEngine.EventSystems.EventFunction.BeginInvoke(handler, eventData, callback, object) end ---@source UnityEngine.UI.dll ---@param result System.IAsyncResult function CS.UnityEngine.EventSystems.EventFunction.EndInvoke(result) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.BaseInput: UnityEngine.EventSystems.UIBehaviour ---@source UnityEngine.UI.dll ---@field compositionString string ---@source UnityEngine.UI.dll ---@field imeCompositionMode UnityEngine.IMECompositionMode ---@source UnityEngine.UI.dll ---@field compositionCursorPos UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field mousePresent bool ---@source UnityEngine.UI.dll ---@field mousePosition UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field mouseScrollDelta UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field touchSupported bool ---@source UnityEngine.UI.dll ---@field touchCount int ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.BaseInput = {} ---@source UnityEngine.UI.dll ---@param button int ---@return Boolean function CS.UnityEngine.EventSystems.BaseInput.GetMouseButtonDown(button) end ---@source UnityEngine.UI.dll ---@param button int ---@return Boolean function CS.UnityEngine.EventSystems.BaseInput.GetMouseButtonUp(button) end ---@source UnityEngine.UI.dll ---@param button int ---@return Boolean function CS.UnityEngine.EventSystems.BaseInput.GetMouseButton(button) end ---@source UnityEngine.UI.dll ---@param index int ---@return Touch function CS.UnityEngine.EventSystems.BaseInput.GetTouch(index) end ---@source UnityEngine.UI.dll ---@param axisName string ---@return Single function CS.UnityEngine.EventSystems.BaseInput.GetAxisRaw(axisName) end ---@source UnityEngine.UI.dll ---@param buttonName string ---@return Boolean function CS.UnityEngine.EventSystems.BaseInput.GetButtonDown(buttonName) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.BaseInputModule: UnityEngine.EventSystems.UIBehaviour ---@source UnityEngine.UI.dll ---@field input UnityEngine.EventSystems.BaseInput ---@source UnityEngine.UI.dll ---@field inputOverride UnityEngine.EventSystems.BaseInput ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.BaseInputModule = {} ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.BaseInputModule.Process() end ---@source UnityEngine.UI.dll ---@param pointerId int ---@return Boolean function CS.UnityEngine.EventSystems.BaseInputModule.IsPointerOverGameObject(pointerId) end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.BaseInputModule.ShouldActivateModule() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.BaseInputModule.DeactivateModule() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.BaseInputModule.ActivateModule() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.BaseInputModule.UpdateModule() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.BaseInputModule.IsModuleSupported() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.PointerInputModule: UnityEngine.EventSystems.BaseInputModule ---@source UnityEngine.UI.dll ---@field kMouseLeftId int ---@source UnityEngine.UI.dll ---@field kMouseRightId int ---@source UnityEngine.UI.dll ---@field kMouseMiddleId int ---@source UnityEngine.UI.dll ---@field kFakeTouchesId int ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.PointerInputModule = {} ---@source UnityEngine.UI.dll ---@param pointerId int ---@return Boolean function CS.UnityEngine.EventSystems.PointerInputModule.IsPointerOverGameObject(pointerId) end ---@source UnityEngine.UI.dll ---@return String function CS.UnityEngine.EventSystems.PointerInputModule.ToString() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.TriggerEvent: UnityEngine.Events.UnityEvent ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.TriggerEvent = {} ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.Entry: object ---@source UnityEngine.UI.dll ---@field eventID UnityEngine.EventSystems.EventTriggerType ---@source UnityEngine.UI.dll ---@field callback UnityEngine.EventSystems.EventTrigger.TriggerEvent ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.Entry = {} ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.MouseButtonEventData: object ---@source UnityEngine.UI.dll ---@field buttonState UnityEngine.EventSystems.PointerEventData.FramePressState ---@source UnityEngine.UI.dll ---@field buttonData UnityEngine.EventSystems.PointerEventData ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.MouseButtonEventData = {} ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.MouseButtonEventData.PressedThisFrame() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.MouseButtonEventData.ReleasedThisFrame() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.StandaloneInputModule: UnityEngine.EventSystems.PointerInputModule ---@source UnityEngine.UI.dll ---@field inputMode UnityEngine.EventSystems.StandaloneInputModule.InputMode ---@source UnityEngine.UI.dll ---@field allowActivationOnMobileDevice bool ---@source UnityEngine.UI.dll ---@field forceModuleActive bool ---@source UnityEngine.UI.dll ---@field inputActionsPerSecond float ---@source UnityEngine.UI.dll ---@field repeatDelay float ---@source UnityEngine.UI.dll ---@field horizontalAxis string ---@source UnityEngine.UI.dll ---@field verticalAxis string ---@source UnityEngine.UI.dll ---@field submitButton string ---@source UnityEngine.UI.dll ---@field cancelButton string ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.StandaloneInputModule = {} ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.StandaloneInputModule.UpdateModule() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.StandaloneInputModule.IsModuleSupported() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.StandaloneInputModule.ShouldActivateModule() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.StandaloneInputModule.ActivateModule() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.StandaloneInputModule.DeactivateModule() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.StandaloneInputModule.Process() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.BaseRaycaster: UnityEngine.EventSystems.UIBehaviour ---@source UnityEngine.UI.dll ---@field eventCamera UnityEngine.Camera ---@source UnityEngine.UI.dll ---@field priority int ---@source UnityEngine.UI.dll ---@field sortOrderPriority int ---@source UnityEngine.UI.dll ---@field renderOrderPriority int ---@source UnityEngine.UI.dll ---@field rootRaycaster UnityEngine.EventSystems.BaseRaycaster ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.BaseRaycaster = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData ---@param resultAppendList System.Collections.Generic.List function CS.UnityEngine.EventSystems.BaseRaycaster.Raycast(eventData, resultAppendList) end ---@source UnityEngine.UI.dll ---@return String function CS.UnityEngine.EventSystems.BaseRaycaster.ToString() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.Physics2DRaycaster: UnityEngine.EventSystems.PhysicsRaycaster ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.Physics2DRaycaster = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData ---@param resultAppendList System.Collections.Generic.List function CS.UnityEngine.EventSystems.Physics2DRaycaster.Raycast(eventData, resultAppendList) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.PhysicsRaycaster: UnityEngine.EventSystems.BaseRaycaster ---@source UnityEngine.UI.dll ---@field eventCamera UnityEngine.Camera ---@source UnityEngine.UI.dll ---@field depth int ---@source UnityEngine.UI.dll ---@field finalEventMask int ---@source UnityEngine.UI.dll ---@field eventMask UnityEngine.LayerMask ---@source UnityEngine.UI.dll ---@field maxRayIntersections int ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.PhysicsRaycaster = {} ---@source UnityEngine.UI.dll ---@param eventData UnityEngine.EventSystems.PointerEventData ---@param resultAppendList System.Collections.Generic.List function CS.UnityEngine.EventSystems.PhysicsRaycaster.Raycast(eventData, resultAppendList) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.InputMode: System.Enum ---@source UnityEngine.UI.dll ---@field Mouse UnityEngine.EventSystems.StandaloneInputModule.InputMode ---@source UnityEngine.UI.dll ---@field Buttons UnityEngine.EventSystems.StandaloneInputModule.InputMode ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.InputMode = {} ---@source ---@param value any ---@return UnityEngine.EventSystems.StandaloneInputModule.InputMode function CS.UnityEngine.EventSystems.InputMode:__CastFrom(value) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.TouchInputModule: UnityEngine.EventSystems.PointerInputModule ---@source UnityEngine.UI.dll ---@field allowActivationOnStandalone bool ---@source UnityEngine.UI.dll ---@field forceModuleActive bool ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.TouchInputModule = {} ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.TouchInputModule.UpdateModule() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.TouchInputModule.IsModuleSupported() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.TouchInputModule.ShouldActivateModule() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.TouchInputModule.Process() end ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.TouchInputModule.DeactivateModule() end ---@source UnityEngine.UI.dll ---@return String function CS.UnityEngine.EventSystems.TouchInputModule.ToString() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.MoveDirection: System.Enum ---@source UnityEngine.UI.dll ---@field Left UnityEngine.EventSystems.MoveDirection ---@source UnityEngine.UI.dll ---@field Up UnityEngine.EventSystems.MoveDirection ---@source UnityEngine.UI.dll ---@field Right UnityEngine.EventSystems.MoveDirection ---@source UnityEngine.UI.dll ---@field Down UnityEngine.EventSystems.MoveDirection ---@source UnityEngine.UI.dll ---@field None UnityEngine.EventSystems.MoveDirection ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.MoveDirection = {} ---@source ---@param value any ---@return UnityEngine.EventSystems.MoveDirection function CS.UnityEngine.EventSystems.MoveDirection:__CastFrom(value) end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.RaycastResult: System.ValueType ---@source UnityEngine.UI.dll ---@field module UnityEngine.EventSystems.BaseRaycaster ---@source UnityEngine.UI.dll ---@field distance float ---@source UnityEngine.UI.dll ---@field index float ---@source UnityEngine.UI.dll ---@field depth int ---@source UnityEngine.UI.dll ---@field sortingLayer int ---@source UnityEngine.UI.dll ---@field sortingOrder int ---@source UnityEngine.UI.dll ---@field worldPosition UnityEngine.Vector3 ---@source UnityEngine.UI.dll ---@field worldNormal UnityEngine.Vector3 ---@source UnityEngine.UI.dll ---@field screenPosition UnityEngine.Vector2 ---@source UnityEngine.UI.dll ---@field displayIndex int ---@source UnityEngine.UI.dll ---@field gameObject UnityEngine.GameObject ---@source UnityEngine.UI.dll ---@field isValid bool ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.RaycastResult = {} ---@source UnityEngine.UI.dll function CS.UnityEngine.EventSystems.RaycastResult.Clear() end ---@source UnityEngine.UI.dll ---@return String function CS.UnityEngine.EventSystems.RaycastResult.ToString() end ---@source UnityEngine.UI.dll ---@class UnityEngine.EventSystems.UIBehaviour: UnityEngine.MonoBehaviour ---@source UnityEngine.UI.dll CS.UnityEngine.EventSystems.UIBehaviour = {} ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.UIBehaviour.IsActive() end ---@source UnityEngine.UI.dll ---@return Boolean function CS.UnityEngine.EventSystems.UIBehaviour.IsDestroyed() end