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));
     }
 }
Beispiel #3
0
 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);
        }