private void SetToggleGroup(ToggleGroup newGroup, bool setMemberValue) { ToggleGroup oldGroup = m_Group; // Sometimes IsActive returns false in OnDisable so don't check for it. // Rather remove the toggle too oftem than too little. if (m_Group != null) { m_Group.UnregisterToggle(this); } // At runtime the group variable should be set but not when calling this method from OnEnable or OnDisable. // That's why we use the setMemberValue parameter. if (setMemberValue) { m_Group = newGroup; } // Only register to the new group if this Toggle is active. if (m_Group != null && IsActive()) { m_Group.RegisterToggle(this); } // If we are in a new group, and this toggle is on, notify group. // Note: Don't refer to m_Group here as it's not guaranteed to have been set. if (newGroup != null && newGroup != oldGroup && isOn && IsActive()) { m_Group.NotifyToggleOn(this); } }
static int NotifyToggleOn(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.UI.ToggleGroup obj = (UnityEngine.UI.ToggleGroup)ToLua.CheckObject <UnityEngine.UI.ToggleGroup>(L, 1); UnityEngine.UI.Toggle arg0 = (UnityEngine.UI.Toggle)ToLua.CheckObject <UnityEngine.UI.Toggle>(L, 2); obj.NotifyToggleOn(arg0); return(0); } else if (count == 3) { UnityEngine.UI.ToggleGroup obj = (UnityEngine.UI.ToggleGroup)ToLua.CheckObject <UnityEngine.UI.ToggleGroup>(L, 1); UnityEngine.UI.Toggle arg0 = (UnityEngine.UI.Toggle)ToLua.CheckObject <UnityEngine.UI.Toggle>(L, 2); bool arg1 = LuaDLL.luaL_checkboolean(L, 3); obj.NotifyToggleOn(arg0, arg1); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.UI.ToggleGroup.NotifyToggleOn")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int NotifyToggleOn(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.UI.ToggleGroup self = (UnityEngine.UI.ToggleGroup)checkSelf(l); UnityEngine.UI.Toggle a1; checkType(l, 2, out a1); self.NotifyToggleOn(a1); 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 }
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) { UISystemProfilerApi.AddMarker("Toggle.value", this); onValueChanged.Invoke(m_IsOn); } }
static int NotifyToggleOn(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 2); UnityEngine.UI.ToggleGroup obj = (UnityEngine.UI.ToggleGroup)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UnityEngine.UI.ToggleGroup"); UnityEngine.UI.Toggle arg0 = (UnityEngine.UI.Toggle)LuaScriptMgr.GetUnityObject(L, 2, typeof(UnityEngine.UI.Toggle)); obj.NotifyToggleOn(arg0); return(0); }
private void SetToggleGroup(ToggleGroup newGroup, bool setMemberValue) { ToggleGroup group = m_Group; if (m_Group != null) { m_Group.UnregisterToggle(this); } if (setMemberValue) { m_Group = newGroup; } if (m_Group != null && IsActive()) { m_Group.RegisterToggle(this); } if (newGroup != null && newGroup != group && isOn && IsActive()) { m_Group.NotifyToggleOn(this); } }
static public int NotifyToggleOn(IntPtr l) { try { UnityEngine.UI.ToggleGroup self = (UnityEngine.UI.ToggleGroup)checkSelf(l); UnityEngine.UI.Toggle a1; checkType(l, 2, out a1); self.NotifyToggleOn(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
static int QPYX_NotifyToggleOn_YXQP(IntPtr L_YXQP) { try { ToLua.CheckArgsCount(L_YXQP, 2); UnityEngine.UI.ToggleGroup QPYX_obj_YXQP = (UnityEngine.UI.ToggleGroup)ToLua.CheckObject <UnityEngine.UI.ToggleGroup>(L_YXQP, 1); UnityEngine.UI.Toggle QPYX_arg0_YXQP = (UnityEngine.UI.Toggle)ToLua.CheckObject <UnityEngine.UI.Toggle>(L_YXQP, 2); QPYX_obj_YXQP.NotifyToggleOn(QPYX_arg0_YXQP); return(0); } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static int NotifyToggleOn(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.UI.ToggleGroup obj = (UnityEngine.UI.ToggleGroup)ToLua.CheckObject(L, 1, typeof(UnityEngine.UI.ToggleGroup)); UnityEngine.UI.Toggle arg0 = (UnityEngine.UI.Toggle)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.UI.Toggle)); obj.NotifyToggleOn(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
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); } } }
private void SetToggleGroup(ToggleGroup newGroup, bool setMemberValue) { ToggleGroup group = this.m_Group; if (this.m_Group != null) { this.m_Group.UnregisterToggle(this); } if (setMemberValue) { this.m_Group = newGroup; } if ((newGroup != null) && this.IsActive()) { newGroup.RegisterToggle(this); } if (((newGroup != null) && (newGroup != group)) && (this.isOn && this.IsActive())) { newGroup.NotifyToggleOn(this); } }