Here are the examples of the csharp api UnityEngine.EventSystems.UIBehaviour.IsActive() taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
71 Examples
19
Source : UISelectField.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected virtual void ToggleList(bool state)
{
if (!this.IsActive())
return;
// Check if the list is not yet created
if (this.m_ListObject == null)
this.CreateList();
// Make sure the creating of the list was successful
if (this.m_ListObject == null)
return;
// Make sure we have the canvas group
if (this.m_ListCanvasGroup != null)
{
// Disable or enable list interaction
this.m_ListCanvasGroup.blocksRaycasts = state;
}
// Bring to front
if (state) UIUtility.BringToFront(this.m_ListObject);
// Start the opening/closing animation
if (this.listAnimationType == ListAnimationType.None || this.listAnimationType == ListAnimationType.Fade)
{
float targetAlpha = (state ? 1f : 0f);
// Fade In / Out
this.TweenListAlpha(targetAlpha, ((this.listAnimationType == ListAnimationType.Fade) ? this.listAnimationDuration : 0f), true);
}
else if (this.listAnimationType == ListAnimationType.Animation)
{
this.TriggerListAnimation(state ? this.listAnimationOpenTrigger : this.listAnimationCloseTrigger);
}
}
19
Source : UISlotBase.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
public virtual void OnPointerEnter(PointerEventData eventData)
{
this.isPointerInside = true;
this.EvaluateAndTransitionHoveredState(false);
// Check if tooltip is enabled
if (this.enabled && this.IsActive() && this.m_TooltipEnabled)
{
// Start the tooltip delayed show coroutine
// If delay is set at all
if (this.m_TooltipDelay > 0f)
{
this.StartCoroutine("TooltipDelayedShow");
}
else
{
this.InternalShowTooltip();
}
}
}
19
Source : UISlotBase.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected bool IsHighlighted(BaseEventData eventData)
{
if (!this.IsActive())
return false;
if (eventData is PointerEventData)
{
PointerEventData pointerEventData = eventData as PointerEventData;
return ((this.isPointerDown && !this.isPointerInside && pointerEventData.pointerPress == base.gameObject) || (!this.isPointerDown && this.isPointerInside && pointerEventData.pointerPress == base.gameObject) || (!this.isPointerDown && this.isPointerInside && pointerEventData.pointerPress == null));
}
return false;
}
19
Source : UISlotBase.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected bool IsPressed(BaseEventData eventData)
{
return this.IsActive() && this.isPointerInside && this.isPointerDown;
}
19
Source : UISlotBase.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected virtual void EvaluateAndTransitionHoveredState(bool instant)
{
if (!this.IsActive() || this.hoverTargetGraphic == null || !this.hoverTargetGraphic.gameObject.activeInHierarchy)
return;
// Determine what should the state of the hover target be
bool highlighted = (this.m_PressForceHoverNormal ? (this.isPointerInside && !this.isPointerDown) : this.isPointerInside);
// Do the transition
switch (this.hoverTransition)
{
case Transition.ColorTint:
{
this.StartColorTween(this.hoverTargetGraphic, (highlighted ? this.hoverHighlightColor : this.hoverNormalColor), (instant ? 0f : this.hoverTransitionDuration));
break;
}
case Transition.SpriteSwap:
{
this.DoSpriteSwap(this.hoverTargetGraphic, (highlighted ? this.hoverOverrideSprite : null));
break;
}
case Transition.Animation:
{
this.TriggerHoverStateAnimation(highlighted ? this.hoverHighlightTrigger : this.hoverNormalTrigger);
break;
}
}
}
19
Source : UISlotBase.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected virtual void EvaluateAndTransitionPressedState(bool instant)
{
if (!this.IsActive() || this.pressTargetGraphic == null || !this.pressTargetGraphic.gameObject.activeInHierarchy)
return;
// Do the transition
switch (this.pressTransition)
{
case Transition.ColorTint:
{
this.StartColorTween(this.pressTargetGraphic, (this.isPointerDown ? this.pressPressColor : this.pressNormalColor), (instant ? 0f : this.pressTransitionDuration));
break;
}
case Transition.SpriteSwap:
{
this.DoSpriteSwap(this.pressTargetGraphic, (this.isPointerDown ? this.pressOverrideSprite : null));
break;
}
case Transition.Animation:
{
this.TriggerPressStateAnimation(this.isPointerDown ? this.pressPressTrigger : this.pressNormalTrigger);
break;
}
}
// If we should force normal state transition on the hover target
if (this.m_PressForceHoverNormal)
this.EvaluateAndTransitionHoveredState(false);
}
19
Source : UISelectField.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected virtual void ListDimensionsChanged()
{
if (!this.IsActive() || this.m_ListObject == null)
return;
// Check if the list size has changed
if (this.m_LastListSize.Equals((this.m_ListObject.transform as RectTransform).sizeDelta))
return;
// Update the last list size
this.m_LastListSize = (this.m_ListObject.transform as RectTransform).sizeDelta;
// Update the list direction
this.PositionListForDirection(this.m_Direction);
}
19
Source : UIDragObject.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
public override bool IsActive()
{
return base.IsActive() && this.m_Target != null;
}
19
Source : UISliderExtended.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
if (!this.IsActive())
return;
this.UpdateGridProperties();
}
19
Source : UISliderExtended.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
public void OnValueChanged(float value)
{
if (!this.IsActive() || !this.HasOptions())
return;
// Transition
if (this.m_OptionTransition == Transition.ColorTint)
{
// Transition out the current selected option
Graphic currentTarget =
(this.m_OptionTransitionTarget == TransitionTarget.Text) ?
(this.m_CurrentOptionGameObject.GetComponentInChildren<Text>() as Graphic) :
(this.m_CurrentOptionGameObject.GetComponent<Image>() as Graphic);
// Transition the current target to normal state
this.StartColorTween(currentTarget, (this.m_OptionTransitionColorNormal * this.m_OptionTransitionMultiplier), this.m_OptionTransitionDuration);
// Get the new value option index
int newOptionIndex = Mathf.RoundToInt(value);
// Validate the index
if (newOptionIndex < 0 || newOptionIndex >= this.m_Options.Count)
newOptionIndex = 0;
// Get the new selected option game object
GameObject newOptionGameObject = this.m_OptionGameObjects[newOptionIndex];
if (newOptionGameObject != null)
{
Graphic newTarget =
(this.m_OptionTransitionTarget == TransitionTarget.Text) ?
(newOptionGameObject.GetComponentInChildren<Text>() as Graphic) :
(newOptionGameObject.GetComponent<Image>() as Graphic);
// Transition the new target to active state
this.StartColorTween(newTarget, (this.m_OptionTransitionColorActive * this.m_OptionTransitionMultiplier), this.m_OptionTransitionDuration);
}
// Save the new option game object
this.m_CurrentOptionGameObject = newOptionGameObject;
}
}
19
Source : UISliderExtended.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected void ValidateOptions()
{
if (!this.IsActive())
return;
if (!this.HasOptions())
{
// Destroy the options container if we have one
if (this.m_OptionsContGameObject != null)
{
if (Application.isPlaying)
Destroy(this.m_OptionsContGameObject);
else
DestroyImmediate(this.m_OptionsContGameObject);
}
return;
}
// Make sure we have the options container
if (this.m_OptionsContGameObject == null)
this.CreateOptionsContainer();
// Make sure we use whole numbers when using options
if (!this.wholeNumbers)
this.wholeNumbers = true;
// Make sure the max value is the options count, when using options
this.minValue = 0f;
this.maxValue = ((float)this.m_Options.Count - 1f);
// Update the grid properties
this.UpdateGridProperties();
// Update the options properties
this.UpdateOptionsProperties();
}
19
Source : UITab.cs
with Apache License 2.0
from 365082218
with Apache License 2.0
from 365082218
protected void OnToggleStateChanged(bool state)
{
if (!this.IsActive() || !Application.isPlaying)
return;
this.InternalEvaluateAndTransitionState(false);
}
19
Source : BoxSlider.cs
with GNU General Public License v3.0
from ARPOISE
with GNU General Public License v3.0
from ARPOISE
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
//This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called.
if (!IsActive())
return;
UpdateVisuals();
}
19
Source : BoxSlider.cs
with GNU General Public License v3.0
from ARPOISE
with GNU General Public License v3.0
from ARPOISE
private bool MayDrag(PointerEventData eventData)
{
return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
}
19
Source : TMP_Dropdown.cs
with MIT License
from ashishgopalhattimare
with MIT License
from ashishgopalhattimare
public void Show()
{
if (!IsActive() || !IsInteractable() || m_Dropdown != null)
return;
if (!validTemplate)
{
SetupTemplate();
if (!validTemplate)
return;
}
// Get root Canvas.
var list = TMP_ListPool<Canvas>.Get();
gameObject.GetComponentsInParent(false, list);
if (list.Count == 0)
return;
Canvas rootCanvas = list[0];
TMP_ListPool<Canvas>.Release(list);
m_Template.gameObject.SetActive(true);
// Instantiate the drop-down template
m_Dropdown = CreateDropdownList(m_Template.gameObject);
m_Dropdown.name = "Dropdown List";
m_Dropdown.SetActive(true);
// Make drop-down RectTransform have same values as original.
RectTransform dropdownRectTransform = m_Dropdown.transform as RectTransform;
dropdownRectTransform.SetParent(m_Template.transform.parent, false);
// Instantiate the drop-down list items
// Find the dropdown item and disable it.
DropdownItem itemTemplate = m_Dropdown.GetComponentInChildren<DropdownItem>();
GameObject content = itemTemplate.rectTransform.parent.gameObject;
RectTransform contentRectTransform = content.transform as RectTransform;
itemTemplate.rectTransform.gameObject.SetActive(true);
// Get the rects of the dropdown and item
Rect dropdownContentRect = contentRectTransform.rect;
Rect itemTemplateRect = itemTemplate.rectTransform.rect;
// Calculate the visual offset between the item's edges and the background's edges
Vector2 offsetMin = itemTemplateRect.min - dropdownContentRect.min + (Vector2)itemTemplate.rectTransform.localPosition;
Vector2 offsetMax = itemTemplateRect.max - dropdownContentRect.max + (Vector2)itemTemplate.rectTransform.localPosition;
Vector2 itemSize = itemTemplateRect.size;
m_Items.Clear();
Toggle prev = null;
for (int i = 0; i < options.Count; ++i)
{
OptionData data = options[i];
DropdownItem item = AddItem(data, value == i, itemTemplate, m_Items);
if (item == null)
continue;
// Automatically set up a toggle state change listener
item.toggle.isOn = value == i;
item.toggle.onValueChanged.AddListener(x => OnSelecreplacedem(item.toggle));
// Select current option
if (item.toggle.isOn)
item.toggle.Select();
// Automatically set up explicit navigation
if (prev != null)
{
Navigation prevNav = prev.navigation;
Navigation toggleNav = item.toggle.navigation;
prevNav.mode = Navigation.Mode.Explicit;
toggleNav.mode = Navigation.Mode.Explicit;
prevNav.selectOnDown = item.toggle;
prevNav.selectOnRight = item.toggle;
toggleNav.selectOnLeft = prev;
toggleNav.selectOnUp = prev;
prev.navigation = prevNav;
item.toggle.navigation = toggleNav;
}
prev = item.toggle;
}
// Reposition all items now that all of them have been added
Vector2 sizeDelta = contentRectTransform.sizeDelta;
sizeDelta.y = itemSize.y * m_Items.Count + offsetMin.y - offsetMax.y;
contentRectTransform.sizeDelta = sizeDelta;
float extraSpace = dropdownRectTransform.rect.height - contentRectTransform.rect.height;
if (extraSpace > 0)
dropdownRectTransform.sizeDelta = new Vector2(dropdownRectTransform.sizeDelta.x, dropdownRectTransform.sizeDelta.y - extraSpace);
// Invert anchoring and position if dropdown is partially or fully outside of canvas rect.
// Typically this will have the effect of placing the dropdown above the button instead of below,
// but it works as inversion regardless of initial setup.
Vector3[] corners = new Vector3[4];
dropdownRectTransform.GetWorldCorners(corners);
RectTransform rootCanvasRectTransform = rootCanvas.transform as RectTransform;
Rect rootCanvasRect = rootCanvasRectTransform.rect;
for (int axis = 0; axis < 2; axis++)
{
bool outside = false;
for (int i = 0; i < 4; i++)
{
Vector3 corner = rootCanvasRectTransform.InverseTransformPoint(corners[i]);
if (corner[axis] < rootCanvasRect.min[axis] || corner[axis] > rootCanvasRect.max[axis])
{
outside = true;
break;
}
}
if (outside)
RectTransformUtility.FlipLayoutOnAxis(dropdownRectTransform, axis, false, false);
}
for (int i = 0; i < m_Items.Count; i++)
{
RectTransform itemRect = m_Items[i].rectTransform;
itemRect.anchorMin = new Vector2(itemRect.anchorMin.x, 0);
itemRect.anchorMax = new Vector2(itemRect.anchorMax.x, 0);
itemRect.ancreplaceddPosition = new Vector2(itemRect.ancreplaceddPosition.x, offsetMin.y + itemSize.y * (m_Items.Count - 1 - i) + itemSize.y * itemRect.pivot.y);
itemRect.sizeDelta = new Vector2(itemRect.sizeDelta.x, itemSize.y);
}
// Fade in the popup
AlphaFadeList(0.15f, 0f, 1f);
// Make drop-down template and item template inactive
m_Template.gameObject.SetActive(false);
itemTemplate.gameObject.SetActive(false);
m_Blocker = CreateBlocker(rootCanvas);
}
19
Source : TMP_SubMeshUI.cs
with MIT License
from ashishgopalhattimare
with MIT License
from ashishgopalhattimare
protected override void OnTransformParentChanged()
{
if (!this.IsActive())
return;
m_ShouldRecalculateStencil = true;
RecalculateClipping();
RecalculateMasking();
}
19
Source : TMP_SubMeshUI.cs
with MIT License
from ashishgopalhattimare
with MIT License
from ashishgopalhattimare
public override void SetVerticesDirty()
{
if (!this.IsActive())
return;
// This is called on the parent TextMeshPro component.
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
m_TextComponent.SetVerticesDirty();
}
}
19
Source : TMP_Dropdown.cs
with MIT License
from ashishgopalhattimare
with MIT License
from ashishgopalhattimare
public void Hide()
{
if (m_Dropdown != null)
{
AlphaFadeList(0.15f, 0f);
// User could have disabled the dropdown during the OnValueChanged call.
if (IsActive())
StartCoroutine(DelayedDestroyDropdownList(0.15f));
}
if (m_Blocker != null)
DestroyBlocker(m_Blocker);
m_Blocker = null;
Select();
}
19
Source : TMP_SubMeshUI.cs
with MIT License
from ashishgopalhattimare
with MIT License
from ashishgopalhattimare
public void SetPivotDirty()
{
if (!this.IsActive())
return;
this.rectTransform.pivot = m_TextComponent.rectTransform.pivot;
}
19
Source : TMP_Dropdown.cs
with MIT License
from BattleDawnNZ
with MIT License
from BattleDawnNZ
public void Hide()
{
if (m_Dropdown != null)
{
AlphaFadeList(0.15f, 0f);
// User could have disabled the dropdown during the OnValueChanged call.
if (IsActive())
StartCoroutine(DelayedDestroyDropdownList(0.15f));
}
if (m_Blocker != null)
DestroyBlocker(m_Blocker);
m_Blocker = null;
Select();
}
19
Source : TMP_Dropdown.cs
with MIT License
from BattleDawnNZ
with MIT License
from BattleDawnNZ
public void Show()
{
if (!IsActive() || !IsInteractable() || m_Dropdown != null)
return;
// Get root Canvas.
var list = TMP_ListPool<Canvas>.Get();
gameObject.GetComponentsInParent(false, list);
if (list.Count == 0)
return;
Canvas rootCanvas = list[list.Count - 1];
for (int i = 0; i < list.Count; i++)
{
if (list[i].isRootCanvas)
{
rootCanvas = list[i];
break;
}
}
TMP_ListPool<Canvas>.Release(list);
if (!validTemplate)
{
SetupTemplate();
if (!validTemplate)
return;
}
m_Template.gameObject.SetActive(true);
// popupCanvas used to replacedume the root canvas had the default sorting Layer, next line fixes (case 958281 - [UI] Dropdown list does not copy the parent canvas layer when the panel is opened)
m_Template.GetComponent<Canvas>().sortingLayerID = rootCanvas.sortingLayerID;
// Instantiate the drop-down template
m_Dropdown = CreateDropdownList(m_Template.gameObject);
m_Dropdown.name = "Dropdown List";
m_Dropdown.SetActive(true);
// Make drop-down RectTransform have same values as original.
RectTransform dropdownRectTransform = m_Dropdown.transform as RectTransform;
dropdownRectTransform.SetParent(m_Template.transform.parent, false);
// Instantiate the drop-down list items
// Find the dropdown item and disable it.
DropdownItem itemTemplate = m_Dropdown.GetComponentInChildren<DropdownItem>();
GameObject content = itemTemplate.rectTransform.parent.gameObject;
RectTransform contentRectTransform = content.transform as RectTransform;
itemTemplate.rectTransform.gameObject.SetActive(true);
// Get the rects of the dropdown and item
Rect dropdownContentRect = contentRectTransform.rect;
Rect itemTemplateRect = itemTemplate.rectTransform.rect;
// Calculate the visual offset between the item's edges and the background's edges
Vector2 offsetMin = itemTemplateRect.min - dropdownContentRect.min + (Vector2)itemTemplate.rectTransform.localPosition;
Vector2 offsetMax = itemTemplateRect.max - dropdownContentRect.max + (Vector2)itemTemplate.rectTransform.localPosition;
Vector2 itemSize = itemTemplateRect.size;
m_Items.Clear();
Toggle prev = null;
for (int i = 0; i < options.Count; ++i)
{
OptionData data = options[i];
DropdownItem item = AddItem(data, value == i, itemTemplate, m_Items);
if (item == null)
continue;
// Automatically set up a toggle state change listener
item.toggle.isOn = value == i;
item.toggle.onValueChanged.AddListener(x => OnSelecreplacedem(item.toggle));
// Select current option
if (item.toggle.isOn)
item.toggle.Select();
// Automatically set up explicit navigation
if (prev != null)
{
Navigation prevNav = prev.navigation;
Navigation toggleNav = item.toggle.navigation;
prevNav.mode = Navigation.Mode.Explicit;
toggleNav.mode = Navigation.Mode.Explicit;
prevNav.selectOnDown = item.toggle;
prevNav.selectOnRight = item.toggle;
toggleNav.selectOnLeft = prev;
toggleNav.selectOnUp = prev;
prev.navigation = prevNav;
item.toggle.navigation = toggleNav;
}
prev = item.toggle;
}
// Reposition all items now that all of them have been added
Vector2 sizeDelta = contentRectTransform.sizeDelta;
sizeDelta.y = itemSize.y * m_Items.Count + offsetMin.y - offsetMax.y;
contentRectTransform.sizeDelta = sizeDelta;
float extraSpace = dropdownRectTransform.rect.height - contentRectTransform.rect.height;
if (extraSpace > 0)
dropdownRectTransform.sizeDelta = new Vector2(dropdownRectTransform.sizeDelta.x, dropdownRectTransform.sizeDelta.y - extraSpace);
// Invert anchoring and position if dropdown is partially or fully outside of canvas rect.
// Typically this will have the effect of placing the dropdown above the button instead of below,
// but it works as inversion regardless of initial setup.
Vector3[] corners = new Vector3[4];
dropdownRectTransform.GetWorldCorners(corners);
RectTransform rootCanvasRectTransform = rootCanvas.transform as RectTransform;
Rect rootCanvasRect = rootCanvasRectTransform.rect;
for (int axis = 0; axis < 2; axis++)
{
bool outside = false;
for (int i = 0; i < 4; i++)
{
Vector3 corner = rootCanvasRectTransform.InverseTransformPoint(corners[i]);
if ((corner[axis] < rootCanvasRect.min[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.min[axis])) ||
(corner[axis] > rootCanvasRect.max[axis] && !Mathf.Approximately(corner[axis], rootCanvasRect.max[axis])))
{
outside = true;
break;
}
}
if (outside)
RectTransformUtility.FlipLayoutOnAxis(dropdownRectTransform, axis, false, false);
}
for (int i = 0; i < m_Items.Count; i++)
{
RectTransform itemRect = m_Items[i].rectTransform;
itemRect.anchorMin = new Vector2(itemRect.anchorMin.x, 0);
itemRect.anchorMax = new Vector2(itemRect.anchorMax.x, 0);
itemRect.ancreplaceddPosition = new Vector2(itemRect.ancreplaceddPosition.x, offsetMin.y + itemSize.y * (m_Items.Count - 1 - i) + itemSize.y * itemRect.pivot.y);
itemRect.sizeDelta = new Vector2(itemRect.sizeDelta.x, itemSize.y);
}
// Fade in the popup
AlphaFadeList(0.15f, 0f, 1f);
// Make drop-down template and item template inactive
m_Template.gameObject.SetActive(false);
itemTemplate.gameObject.SetActive(false);
m_Blocker = CreateBlocker(rootCanvas);
}
19
Source : UnityEngine_EventSystems_UIBehaviourWrap.cs
with MIT License
from bjfumac
with MIT License
from bjfumac
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int IsActive(IntPtr L)
{
try
{
ToLua.CheckArgsCount(L, 1);
UnityEngine.EventSystems.UIBehaviour obj = (UnityEngine.EventSystems.UIBehaviour)ToLua.CheckObject<UnityEngine.EventSystems.UIBehaviour>(L, 1);
bool o = obj.IsActive();
LuaDLL.lua_pushboolean(L, o);
return 1;
}
catch (Exception e)
{
return LuaDLL.toluaL_exception(L, e);
}
}
19
Source : MirrorImage.cs
with MIT License
from BlueMonk1107
with MIT License
from BlueMonk1107
public override void ModifyMesh(VertexHelper vh)
{
if(!IsActive())
return;
IMirror mirror = GetMirrorObject();
vh.GetUIVertexStream(_vertices);
mirror.Draw(_vertices);
vh.Clear();
vh.AddUIVertexTriangleStream(_vertices);
}
19
Source : WordShowEffect.cs
with MIT License
from BlueMonk1107
with MIT License
from BlueMonk1107
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
return;
if (_oldText != _text.text)
{
_oldText = _text.text;
Run();
}
if(_wordAlphaEffect == null)
return;
_wordAlphaEffect.ModifyMesh(vh,_currentWordIndex,_updateNum);
}
19
Source : BoxSlider.cs
with GNU General Public License v2.0
from Caeden117
with GNU General Public License v2.0
from Caeden117
private bool MayDrag(PointerEventData eventData) =>
IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
19
Source : BoxSlider.cs
with MIT License
from cmaher
with MIT License
from cmaher
private bool CanDrag(PointerEventData eventData)
{
return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
}
19
Source : Segment.cs
with MIT License
from cmaher
with MIT License
from cmaher
private void SetSelected(bool value)
{
if (value && button.IsActive() && button.IsInteractable())
{
if (segmentedControl.selectedSegment == this.button)
{
if (segmentedControl.allowSwitchingOff)
{
Deselect();
}
else
{
MaintainSelection();
}
}
else
{
if (segmentedControl.selectedSegment)
{
var segment = segmentedControl.selectedSegment.GetComponent<Segment>();
segmentedControl.selectedSegment = null;
if (segment)
{
segment.TransitionButton();
}
}
segmentedControl.selectedSegment = this.button;
TransitionButton();
segmentedControl.onValueChanged.Invoke(index);
}
}
else if (segmentedControl.selectedSegment == this.button)
{
Deselect();
}
}
19
Source : StepperSide.cs
with MIT License
from cmaher
with MIT License
from cmaher
private void Press()
{
if (!button.IsActive() || !button.IsInteractable())
return;
if (leftmost)
{
stepper.StepDown();
}
else
{
stepper.StepUp();
}
}
19
Source : CUIGraphic.cs
with MIT License
from cmaher
with MIT License
from cmaher
protected virtual void modifyVertices(List<UIVertex> _verts)
{
if (!IsActive())
return;
tessellateGraphic(_verts);
if (!isCurved)
{
return;
}
for (int index = 0; index < _verts.Count; index++)
{
var uiVertex = _verts[index];
// finding the horizontal ratio position (0.0 - 1.0) of a vertex
float horRatio = (uiVertex.position.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width;
float verRatio = (uiVertex.position.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height;
//Vector3 pos = Vector3.Lerp(refCurves[0].GetPoint(horRatio), refCurves[1].GetPoint(horRatio), verRatio);
Vector3 pos = GetBCurveSandwichSpacePoint(horRatio, verRatio);
uiVertex.position.x = pos.x;
uiVertex.position.y = pos.y;
uiVertex.position.z = pos.z;
_verts[index] = uiVertex;
}
}
19
Source : BestFitOutline.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh (Mesh mesh)
{
if (!this.IsActive ())
{
return;
}
List<UIVertex> verts = new List<UIVertex>();
using (var helper = new VertexHelper(mesh))
{
helper.GetUIVertexStream(verts);
}
Text foundtext = GetComponent<Text>();
float best_fit_adjustment = 1f;
if (foundtext && foundtext.resizeTextForBestFit)
{
best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
}
int start = 0;
int count = verts.Count;
base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
start = count;
count = verts.Count;
base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
start = count;
count = verts.Count;
base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
start = count;
count = verts.Count;
base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
using (var helper = new VertexHelper())
{
helper.AddUIVertexTriangleStream(verts);
helper.FillMesh(mesh);
}
}
19
Source : CurvedText.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper vh)
{
int count = vh.currentVertCount;
if (!IsActive() || count == 0)
{
return;
}
for (int index = 0; index < vh.currentVertCount; index++)
{
UIVertex uiVertex = new UIVertex();
vh.PopulateUIVertex(ref uiVertex, index);
uiVertex.position.y += _curveForText.Evaluate(rectTrans.rect.width * rectTrans.pivot.x + uiVertex.position.x) * _curveMultiplier;
vh.SetUIVertex(uiVertex, index);
}
}
19
Source : CylinderText.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper vh)
{
if (! IsActive()) return;
int count = vh.currentVertCount;
if (!IsActive() || count == 0)
{
return;
}
for (int index = 0; index < vh.currentVertCount; index++)
{
UIVertex uiVertex = new UIVertex();
vh.PopulateUIVertex(ref uiVertex, index);
// get x position
var x = uiVertex.position.x;
// calculate bend based on pivot and radius
uiVertex.position.z = -radius * Mathf.Cos(x / radius);
uiVertex.position.x = radius * Mathf.Sin(x / radius);
vh.SetUIVertex(uiVertex, index);
}
}
19
Source : LetterSpacing.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper vh)
{
if (! IsActive()) return;
List<UIVertex> verts = new List<UIVertex>();
vh.GetUIVertexStream(verts);
Text text = GetComponent<Text>();
if (text == null)
{
Debug.LogWarning("LetterSpacing: Missing Text component");
return;
}
string[] lines = text.text.Split('\n');
Vector3 pos;
float letterOffset = spacing * (float)text.fontSize / 100f;
float alignmentFactor = 0;
int glyphIdx = 0;
switch (text.alignment)
{
case TextAnchor.LowerLeft:
case TextAnchor.MiddleLeft:
case TextAnchor.UpperLeft:
alignmentFactor = 0f;
break;
case TextAnchor.LowerCenter:
case TextAnchor.MiddleCenter:
case TextAnchor.UpperCenter:
alignmentFactor = 0.5f;
break;
case TextAnchor.LowerRight:
case TextAnchor.MiddleRight:
case TextAnchor.UpperRight:
alignmentFactor = 1f;
break;
}
for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
{
string line = lines[lineIdx];
float lineOffset = (line.Length -1) * letterOffset * alignmentFactor;
for (int charIdx = 0; charIdx < line.Length; charIdx++)
{
int idx1 = glyphIdx * 6 + 0;
int idx2 = glyphIdx * 6 + 1;
int idx3 = glyphIdx * 6 + 2;
int idx4 = glyphIdx * 6 + 3;
int idx5 = glyphIdx * 6 + 4;
int idx6 = glyphIdx * 6 + 5;
// Check for truncated text (doesn't generate verts for all characters)
if (idx6 > verts.Count - 1) return;
UIVertex vert1 = verts[idx1];
UIVertex vert2 = verts[idx2];
UIVertex vert3 = verts[idx3];
UIVertex vert4 = verts[idx4];
UIVertex vert5 = verts[idx5];
UIVertex vert6 = verts[idx6];
pos = Vector3.right * (letterOffset * charIdx - lineOffset);
vert1.position += pos;
vert2.position += pos;
vert3.position += pos;
vert4.position += pos;
vert5.position += pos;
vert6.position += pos;
verts[idx1] = vert1;
verts[idx2] = vert2;
verts[idx3] = vert3;
verts[idx4] = vert4;
verts[idx5] = vert5;
verts[idx6] = vert6;
glyphIdx++;
}
// Offset for carriage return character that still generates verts
glyphIdx++;
}
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
}
19
Source : MonoSpacing.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper vh)
{
if (! IsActive()) return;
List<UIVertex> verts = new List<UIVertex>();
vh.GetUIVertexStream(verts);
string[] lines = text.text.Split('\n');
// Vector3 pos;
float letterOffset = Spacing * (float)text.fontSize / 100f;
float alignmentFactor = 0;
int glyphIdx = 0;
switch (text.alignment)
{
case TextAnchor.LowerLeft:
case TextAnchor.MiddleLeft:
case TextAnchor.UpperLeft:
alignmentFactor = 0f;
break;
case TextAnchor.LowerCenter:
case TextAnchor.MiddleCenter:
case TextAnchor.UpperCenter:
alignmentFactor = 0.5f;
break;
case TextAnchor.LowerRight:
case TextAnchor.MiddleRight:
case TextAnchor.UpperRight:
alignmentFactor = 1f;
break;
}
for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
{
string line = lines[lineIdx];
float lineOffset = (line.Length - 1) * letterOffset * (alignmentFactor) - (alignmentFactor - 0.5f) * rectTransform.rect.width;
var offsetX = -lineOffset + letterOffset / 2 * (1 - alignmentFactor * 2);
for (int charIdx = 0; charIdx < line.Length; charIdx++)
{
int idx1 = glyphIdx * 6 + 0;
int idx2 = glyphIdx * 6 + 1;
int idx3 = glyphIdx * 6 + 2;
int idx4 = glyphIdx * 6 + 3;
int idx5 = glyphIdx * 6 + 4;
int idx6 = glyphIdx * 6 + 5;
// Check for truncated text (doesn't generate verts for all characters)
if (idx6 > verts.Count - 1) return;
UIVertex vert1 = verts[idx1];
UIVertex vert2 = verts[idx2];
UIVertex vert3 = verts[idx3];
UIVertex vert4 = verts[idx4];
UIVertex vert5 = verts[idx5];
UIVertex vert6 = verts[idx6];
// pos = Vector3.right * (letterOffset * (charIdx) - lineOffset);
float charWidth = (vert2.position - vert1.position).x;
var smallChar = UseHalfCharWidth && (charWidth < HalfCharWidth);
var smallCharOffset = smallChar ? -letterOffset/4 : 0;
vert1.position += new Vector3(-vert1.position.x + offsetX + -.5f * charWidth + smallCharOffset, 0, 0);
vert2.position += new Vector3(-vert2.position.x + offsetX + .5f * charWidth + smallCharOffset, 0, 0);
vert3.position += new Vector3(-vert3.position.x + offsetX + .5f * charWidth + smallCharOffset, 0, 0);
vert4.position += new Vector3(-vert4.position.x + offsetX + .5f * charWidth + smallCharOffset, 0, 0);
vert5.position += new Vector3(-vert5.position.x + offsetX + -.5f * charWidth + smallCharOffset, 0, 0);
vert6.position += new Vector3(-vert6.position.x + offsetX + -.5f * charWidth + smallCharOffset, 0, 0);
if (smallChar)
offsetX += letterOffset / 2;
else
offsetX += letterOffset;
verts[idx1] = vert1;
verts[idx2] = vert2;
verts[idx3] = vert3;
verts[idx4] = vert4;
verts[idx5] = vert5;
verts[idx6] = vert6;
glyphIdx++;
}
// Offset for carriage return character that still generates verts
glyphIdx++;
}
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
}
19
Source : NicerOutline.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper vh)
{
if (!this.IsActive ())
{
return;
}
m_Verts.Clear();
vh.GetUIVertexStream(m_Verts);
Text foundtext = GetComponent<Text>();
float best_fit_adjustment = 1f;
if (foundtext && foundtext.resizeTextForBestFit)
{
best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
}
float distanceX = this.effectDistance.x * best_fit_adjustment;
float distanceY = this.effectDistance.y * best_fit_adjustment;
int start = 0;
int count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, distanceY);
start = count;
count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, -distanceY);
start = count;
count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, distanceY);
start = count;
count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, -distanceY);
start = count;
count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, distanceX, 0);
start = count;
count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, -distanceX, 0);
start = count;
count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, distanceY);
start = count;
count = m_Verts.Count;
this.ApplyShadow (m_Verts, this.effectColor, start, m_Verts.Count, 0, -distanceY);
vh.Clear();
vh.AddUIVertexTriangleStream(m_Verts);
}
19
Source : CUIGraphic.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(Mesh _mesh)
{
if (!IsActive())
return;
using (VertexHelper vh = new VertexHelper(_mesh))
{
ModifyMesh(vh);
vh.FillMesh(_mesh);
}
}
19
Source : CUIGraphic.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper _vh)
{
if (!IsActive())
return;
List<UIVertex> vertexList = new List<UIVertex>();
_vh.GetUIVertexStream(vertexList);
modifyVertices(vertexList);
_vh.Clear();
_vh.AddUIVertexTriangleStream(vertexList);
}
19
Source : Gradient.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper vh)
{
int count = vh.currentVertCount;
if (!IsActive() || count == 0)
{
return;
}
var vertexList = new List<UIVertex>();
vh.GetUIVertexStream(vertexList);
UIVertex uiVertex = new UIVertex();
if (_gradientMode == GradientMode.Global)
{
if (_gradientDir == GradientDir.DiagonalLeftToRight || _gradientDir == GradientDir.DiagonalRightToLeft)
{
#if UNITY_EDITOR
Debug.LogWarning("Diagonal dir is not supported in Global mode");
#endif
_gradientDir = GradientDir.Vertical;
}
float bottomY = _gradientDir == GradientDir.Vertical ? vertexList[vertexList.Count - 1].position.y : vertexList[vertexList.Count - 1].position.x;
float topY = _gradientDir == GradientDir.Vertical ? vertexList[0].position.y : vertexList[0].position.x;
float uiElementHeight = topY - bottomY;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref uiVertex, i);
if (!_overwriteAllColor && uiVertex.color != targetGraphic.color)
continue;
uiVertex.color *= Color.Lerp(_vertex2, _vertex1, ((_gradientDir == GradientDir.Vertical ? uiVertex.position.y : uiVertex.position.x) - bottomY) / uiElementHeight);
vh.SetUIVertex(uiVertex, i);
}
}
else
{
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref uiVertex, i);
if (!_overwriteAllColor && !CompareCarefully(uiVertex.color, targetGraphic.color))
continue;
switch (_gradientDir)
{
case GradientDir.Vertical:
uiVertex.color *= (i % 4 == 0 || (i - 1) % 4 == 0) ? _vertex1 : _vertex2;
break;
case GradientDir.Horizontal:
uiVertex.color *= (i % 4 == 0 || (i - 3) % 4 == 0) ? _vertex1 : _vertex2;
break;
case GradientDir.DiagonalLeftToRight:
uiVertex.color *= (i % 4 == 0) ? _vertex1 : ((i - 2) % 4 == 0 ? _vertex2 : Color.Lerp(_vertex2, _vertex1, 0.5f));
break;
case GradientDir.DiagonalRightToLeft:
uiVertex.color *= ((i - 1) % 4 == 0) ? _vertex1 : ((i - 3) % 4 == 0 ? _vertex2 : Color.Lerp(_vertex2, _vertex1, 0.5f));
break;
}
vh.SetUIVertex(uiVertex, i);
}
}
}
19
Source : Gradient2.cs
with MIT License
from cmaher
with MIT License
from cmaher
public override void ModifyMesh(VertexHelper helper)
{
if (!IsActive() || helper.currentVertCount == 0)
return;
List<UIVertex> _vertexList = new List<UIVertex>();
helper.GetUIVertexStream(_vertexList);
int nCount = _vertexList.Count;
switch (GradientType)
{
case Type.Horizontal:
case Type.Vertical:
{
Rect bounds = GetBounds(_vertexList);
float min = bounds.xMin;
float w = bounds.width;
Func<UIVertex, float> GetPosition = v => v.position.x;
if (GradientType == Type.Vertical)
{
min = bounds.yMin;
w = bounds.height;
GetPosition = v => v.position.y;
}
float width = 1f / w / Zoom;
float zoomOffset = (1 - (1 / Zoom)) * 0.5f;
float offset = (Offset * (1 - zoomOffset)) - zoomOffset;
if (ModifyVertices)
{
SplitTrianglesAtGradientStops(_vertexList, bounds, zoomOffset, helper);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((GetPosition(vertex) - min) * width - offset));
helper.SetUIVertex(vertex, i);
}
}
break;
case Type.Diamond:
{
Rect bounds = GetBounds(_vertexList);
float height = 1f / bounds.height / Zoom;
float radius = bounds.center.y / 2f;
Vector3 center = (Vector3.right + Vector3.up) * radius + Vector3.forward * _vertexList[0].position.z;
if (ModifyVertices)
{
helper.Clear();
for (int i = 0; i < nCount; i++) helper.AddVert(_vertexList[i]);
UIVertex centralVertex = new UIVertex();
centralVertex.position = center;
centralVertex.normal = _vertexList[0].normal;
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
centralVertex.color = Color.white;
helper.AddVert(centralVertex);
for (int i = 1; i < nCount; i++) helper.AddTriangle(i - 1, i, nCount);
helper.AddTriangle(0, nCount - 1, nCount);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
Vector3.Distance(vertex.position, center) * height - Offset));
helper.SetUIVertex(vertex, i);
}
}
break;
case Type.Radial:
{
Rect bounds = GetBounds(_vertexList);
float width = 1f / bounds.width / Zoom;
float height = 1f / bounds.height / Zoom;
if (ModifyVertices)
{
helper.Clear();
float radiusX = bounds.width / 2f;
float radiusY = bounds.height / 2f;
UIVertex centralVertex = new UIVertex();
centralVertex.position = Vector3.right * bounds.center.x + Vector3.up * bounds.center.y + Vector3.forward * _vertexList[0].position.z;
centralVertex.normal = _vertexList[0].normal;
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
centralVertex.color = Color.white;
int steps = 64;
for (int i = 0; i < steps; i++)
{
UIVertex curVertex = new UIVertex();
float angle = (float)i * 360f / (float)steps;
float cosX = Mathf.Cos(Mathf.Deg2Rad * angle);
float cosY = Mathf.Sin(Mathf.Deg2Rad * angle);
curVertex.position = Vector3.right * cosX * radiusX + Vector3.up * cosY * radiusY + Vector3.forward * _vertexList[0].position.z;
curVertex.normal = _vertexList[0].normal;
curVertex.uv0 = new Vector2((cosX + 1) * 0.5f, (cosY + 1) * 0.5f);
curVertex.color = Color.white;
helper.AddVert(curVertex);
}
helper.AddVert(centralVertex);
for (int i = 1; i < steps; i++) helper.AddTriangle(i - 1, i, steps);
helper.AddTriangle(0, steps - 1, steps);
}
UIVertex vertex = new UIVertex();
for (int i = 0; i < helper.currentVertCount; i++)
{
helper.PopulateUIVertex(ref vertex, i);
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
Mathf.Sqrt(
Mathf.Pow(Mathf.Abs(vertex.position.x - bounds.center.x) * width, 2f) +
Mathf.Pow(Mathf.Abs(vertex.position.y - bounds.center.y) * height, 2f)) * 2f - Offset));
helper.SetUIVertex(vertex, i);
}
}
break;
}
}
19
Source : TileSizeFitter.cs
with MIT License
from cmaher
with MIT License
from cmaher
private void UpdateRect()
{
if (!IsActive())
return;
m_Tracker.Clear();
m_Tracker.Add(this, rectTransform,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AncreplaceddPosition);
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
rectTransform.ancreplaceddPosition = Vector2.zero;
m_Tracker.Add(this, rectTransform,
DrivenTransformProperties.SizeDeltaX |
DrivenTransformProperties.SizeDeltaY);
Vector2 sizeDelta = GetParentSize() - Border;
if (TileSize.x > 0.001f)
sizeDelta.x -= Mathf.Floor(sizeDelta.x / TileSize.x) * TileSize.x;
else
sizeDelta.x = 0;
if (TileSize.y > 0.001f)
sizeDelta.y -= Mathf.Floor(sizeDelta.y / TileSize.y) * TileSize.y;
else
sizeDelta.y = 0;
rectTransform.sizeDelta = -sizeDelta;
}
19
Source : TileSizeFitter.cs
with MIT License
from cmaher
with MIT License
from cmaher
protected void SetDirty()
{
if (!IsActive())
return;
UpdateRect();
}
19
Source : ExtensionsToggle.cs
with MIT License
from cmaher
with MIT License
from cmaher
private void SetToggleGroup(ExtensionsToggleGroup newGroup, bool setMemberValue)
{
ExtensionsToggleGroup oldGroup = m_Group;
// Sometimes IsActive returns false in OnDisable so don't check for it.
// Rather remove the toggle too often than too little.
if (m_Group != null)
m_Group.UnregisterToggle(this);
// At runtime the group variable should be set but not when calling this method from OnEnable or OnDisable.
// That's why we use the setMemberValue parameter.
if (setMemberValue)
m_Group = newGroup;
// Only register to the new group if this Toggle is active.
if (m_Group != null && IsActive())
m_Group.RegisterToggle(this);
// If we are in a new group, and this toggle is on, notify group.
// Note: Don't refer to m_Group here as it's not guaranteed to have been set.
if (newGroup != null && newGroup != oldGroup && IsOn && IsActive())
m_Group.NotifyToggleOn(this);
}
19
Source : ExtensionsToggle.cs
with MIT License
from cmaher
with MIT License
from cmaher
void Set(bool value, bool sendCallback)
{
if (m_IsOn == value)
return;
// if we are in a group and set to true, do group logic
m_IsOn = value;
if (m_Group != null && IsActive())
{
if (m_IsOn || (!m_Group.AnyTogglesOn() && !m_Group.AllowSwitchOff))
{
m_IsOn = true;
m_Group.NotifyToggleOn(this);
}
}
// Always send event when toggle is clicked, even if value didn't change
// due to already active toggle in a toggle group being clicked.
// Controls like Dropdown rely on this.
// It's up to the user to ignore a selection being set to the same value it already was, if desired.
PlayEffect(toggleTransition == ToggleTransition.None);
if (sendCallback)
{
onValueChanged.Invoke(m_IsOn);
onToggleChanged.Invoke(this);
}
}
19
Source : ExtensionsToggle.cs
with MIT License
from cmaher
with MIT License
from cmaher
private void InternalToggle()
{
if (!IsActive() || !IsInteractable())
return;
IsOn = !IsOn;
}
19
Source : BoxSlider.cs
with MIT License
from codeyuan666
with MIT License
from codeyuan666
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
//This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called.
if (!IsActive())
return;
UpdateVisuals();
}
19
Source : BoxSlider.cs
with MIT License
from codeyuan666
with MIT License
from codeyuan666
private bool MayDrag(PointerEventData eventData)
{
return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
}
19
Source : SwitchButton.cs
with Apache License 2.0
from dmitmel
with Apache License 2.0
from dmitmel
public virtual void OnSubmit(BaseEventData eventData) {
SelectNextValue();
if (IsActive() && IsInteractable()) {
DoStateTransition(SelectionState.Pressed, false);
}
}
19
Source : SwitchButton.cs
with Apache License 2.0
from dmitmel
with Apache License 2.0
from dmitmel
void SelectNextValue() {
if (IsActive() && IsInteractable()) {
_value++;
if (_value >= values.Length) _value = 0;
UpdateGraphics();
onValueChanged.Invoke(_value);
}
}
19
Source : UnityEngine_EventSystems_UIBehaviour_Wrap.cs
with MIT License
from focus-creative-games
with MIT License
from focus-creative-games
[Puerts.MonoPInvokeCallback(typeof(Puerts.V8FunctionCallback))]
private static void M_IsActive(IntPtr isolate, IntPtr info, IntPtr self, int paramLen, long data)
{
try
{
var obj = Puerts.Utils.GetSelf((int)data, self) as UnityEngine.EventSystems.UIBehaviour;
{
{
var result = obj.IsActive();
Puerts.PuertsDLL.ReturnBoolean(isolate, info, result);
}
}
}
catch (Exception e)
{
Puerts.PuertsDLL.ThrowException(isolate, "c# exception:" + e.Message + ",stack:" + e.StackTrace);
}
}
19
Source : LevelEditorExpander.cs
with MIT License
from Hertzole
with MIT License
from Hertzole
private void InternalToggle()
{
if (!IsActive() || !IsInteractable())
{
return;
}
IsExpanded = !isExpanded;
}
See More Examples