Beispiel #1
0
        void LoadPreviousValues(params ILayoutElement[] uiElements)
        {
            float prevWidth = PlayerPrefs.GetFloat("PanoramaCubeDimension-width", default);

            m_width = prevWidth;
            (uiElements[0] as InputField).text = prevWidth.ToString();
            onWidthChange?.Invoke(m_width);

            var prevDepth = PlayerPrefs.GetFloat("PanoramaCubeDimension-depth", default);

            m_depth = prevDepth;
            (uiElements[1] as InputField).text = prevDepth.ToString();
            onDepthChange?.Invoke(m_depth);

            var prevCh = PlayerPrefs.GetFloat("PanoramaCubeDimension-ch", default);

            m_ch = prevCh;
            (uiElements[2] as InputField).text = prevCh.ToString();
            onCHChange?.Invoke(m_ch);

            float prevCl = PlayerPrefs.GetFloat("PanoramaCubeDimension-cl", default);

            m_cl = prevCl;
            (uiElements[3] as InputField).text = prevCl.ToString();
            onCLChange?.Invoke(m_cl);
        }
Beispiel #2
0
        internal void Update()
        {
            if (_transform.hasChanged)
            {
                _transform.hasChanged = false;

                float oldDepth = _position.z;

                UpdateCachedTransformInformation();

                _meshMask.UpdatePositionAndScale();

                if (oldDepth != _position.z && OnDepthChange != null)
                {
                    OnDepthChange.Invoke();
                }
            }

            if (_transform.gameObject.layer != _gameobjectLayer)
            {
                _gameobjectLayer = _transform.gameObject.layer;
                if (OnGameobjectLayerChange != null)
                {
                    OnGameobjectLayerChange.Invoke();
                }
            }
        }
        internal void Update()
        {
            if (_transform.hasChanged)
            {
                _transform.hasChanged = false;

                float oldDepth = _position.z;

                UpdateCachedTransformInformation();

                if (oldDepth != _position.z && OnDepthChange != null)
                {
                    OnDepthChange.Invoke();
                }
            }
        }