private void ValueChanged(bool m_IsOn) { if (_GraphicTransition == GraphicTransition.GameObject && _GraphicObject != null) { _GraphicObject.SetActive(m_IsOn); } else if (_GraphicTransition == GraphicTransition.Transition) { switch (statusEnum3d) { case StatusEnum3d.Normal: OnNormal(); break; case StatusEnum3d.Highlight: OnHighlight(); break; case StatusEnum3d.Pressed: base.OnPresseDown(); break; } } if (!m_IsOn) { OnHideGraphic.Invoke(); } else { OnShowGraphic.Invoke(); } OnValueChange.Invoke(m_IsOn); OnValueChanged(m_IsOn); }
static public int Invoke(IntPtr l) { try { UnityEngine.UI.Toggle.ToggleEvent self = (UnityEngine.UI.Toggle.ToggleEvent)checkSelf(l); System.Boolean a1; checkType(l, 2, out a1); self.Invoke(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
void UpdateToggle() { if (this.isOn) { this.targetGraphic = active; } else { this.targetGraphic = deactive; } this.active.gameObject.SetActive(this.isOn); this.deactive.gameObject.SetActive(!this.isOn); if (onValueChanged != null) { onValueChanged.Invoke(this.isOn); } }
public UnityEngine.UI.Toggle.ToggleEvent onValueChange; //A simple wrapper class because Unity can't serialize Generics protected override void ApplySetting(bool _value) { onValueChange.Invoke(_value); }