static int AnyTogglesOn(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.UI.ToggleGroup obj = (UnityEngine.UI.ToggleGroup)ToLua.CheckObject <UnityEngine.UI.ToggleGroup>(L, 1);
         bool o = obj.AnyTogglesOn();
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Ejemplo n.º 2
0
 private void Set(bool value, bool sendCallback)
 {
     if (m_IsOn != value)
     {
         m_IsOn = value;
         if (m_Group != null && IsActive() && (m_IsOn || (!m_Group.AnyTogglesOn() && !m_Group.allowSwitchOff)))
         {
             m_IsOn = true;
             m_Group.NotifyToggleOn(this);
         }
         PlayEffect(toggleTransition == ToggleTransition.None);
         if (sendCallback)
         {
             onValueChanged.Invoke(m_IsOn);
         }
     }
 }
Ejemplo n.º 3
0
        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);
        }