}
}
- // If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown.
- // If the touch moves after another actor has been touched so that the current actor is hit, it should behave as if it didn't hit.
- if(actor.CapturesAllTouchAfterStart() && point.GetState() != PointState::STARTED)
- {
- haveHitActor = false;
- }
-
// If the hit actor does not want to hit, the hit-test continues.
if(haveHitActor && hitCheck.ActorRequiresHitResultCheck(&actor, point, hitPointLocal, eventTime))
{