ActivateModule() public method

Called when the module is activated. Override this if you want custom code to execute when you activate your module.

public ActivateModule ( ) : void
return void
 static public int ActivateModule(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l);
         self.ActivateModule();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int ActivateModule(IntPtr l)
 {
     try {
         UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l);
         self.ActivateModule();
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int ActivateModule(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.EventSystems.BaseInputModule obj = (UnityEngine.EventSystems.BaseInputModule)ToLua.CheckObject <UnityEngine.EventSystems.BaseInputModule>(L, 1);
         obj.ActivateModule();
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Beispiel #4
0
 private void ChangeEventModule(BaseInputModule module)
 {
     if (!(this.m_CurrentInputModule == module))
     {
         if (this.m_CurrentInputModule != null)
         {
             this.m_CurrentInputModule.DeactivateModule();
         }
         if (module != null)
         {
             module.ActivateModule();
         }
         this.m_CurrentInputModule = module;
     }
 }
Beispiel #5
0
 private void ChangeEventModule(BaseInputModule module)
 {
     if (this.m_CurrentInputModule != module)
     {
         if (this.m_CurrentInputModule != null)
         {
             this.m_CurrentInputModule.DeactivateModule();
         }
         if (module != null)
         {
             module.ActivateModule();
         }
         this.m_CurrentInputModule = module;
     }
 }
 private void ChangeEventModule(BaseInputModule module)
 {
     if ((UnityEngine.Object) this.m_CurrentInputModule == (UnityEngine.Object)module)
     {
         return;
     }
     if ((UnityEngine.Object) this.m_CurrentInputModule != (UnityEngine.Object)null)
     {
         this.m_CurrentInputModule.DeactivateModule();
     }
     if ((UnityEngine.Object)module != (UnityEngine.Object)null)
     {
         module.ActivateModule();
     }
     this.m_CurrentInputModule = module;
 }
        private void ChangeEventModule(BaseInputModule module)
        {
            if (m_CurrentInputModule == module)
            {
                return;
            }

            if (m_CurrentInputModule != null)
            {
                m_CurrentInputModule.DeactivateModule();
            }

            if (module != null)
            {
                module.ActivateModule();
            }
            m_CurrentInputModule = module;
        }
Beispiel #8
0
        private void ChangeEventModule(BaseInputModule module)
        {
            if (m_CurrentInputModule == module)
                return;

            if (m_CurrentInputModule != null)
                m_CurrentInputModule.DeactivateModule();

            if (module != null)
                module.ActivateModule();
            m_CurrentInputModule = module;
        }
 private void ChangeEventModule(BaseInputModule module)
 {
   if ((UnityEngine.Object) this.m_CurrentInputModule == (UnityEngine.Object) module)
     return;
   if ((UnityEngine.Object) this.m_CurrentInputModule != (UnityEngine.Object) null)
     this.m_CurrentInputModule.DeactivateModule();
   if ((UnityEngine.Object) module != (UnityEngine.Object) null)
     module.ActivateModule();
   this.m_CurrentInputModule = module;
 }