protected override void OnExecute() { if (focusableObj != null) { EventSystemManager.SetNewSelection(focusableObj.value); } EndAction(); }
void Awake() { inst = this; Inst.OperatorTextContainer.SetActive(false); Inst.PathToSafeZone.SetActive(false); foreach (ParticleSystem ps in FireParticles.GetComponentsInChildren <ParticleSystem>()) { ps.Stop(); } }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } _eventSystem = GetComponent <EventSystem>(); }
/// <summary> /// Ensures that this game object is not destroyed between scenes, and thus does not have to be re-loaded in /// </summary> private void DontDestroyBetweenScenes() { // Ensure that this is the only object we are not destroying, and that we create no duplicates if (dontDestroy == null) { DontDestroyOnLoad(this.gameObject); // We don't want this object to be destroyed any time we change scenes dontDestroy = this; } else if (dontDestroy != this) { Destroy(this.gameObject); } }
public void UnRegisterEvents(EventSystemManager manager) { }
public void UnRegisterEvents(EventSystemManager manager) { manager.UnRegisterEvent(LocalMessageName.CC_REFRESH_LANGUAGE, RefreshLanguageHandle); }
/// <summary> /// 注册所有网络消息 /// </summary> private static void RegisterAllMessage(EventSystemManager events) { //MessageRegister.registerAllMessage(Singleton<TcpClient>.getSingleton()); }
public void Initialize(EventSystemManager eventSystemManager) { _eventSystemManager = eventSystemManager; }
public abstract void UnRegisterEvents(EventSystemManager manager);
public static void RegisterEvent(this EventSystemManager manager, LocalMessageName name, HandleEvent handle) { manager.RegisterEvent((int)name, handle); }
public static void DispatchNow(this EventSystemManager manager, LocalMessageName name, object eventObject = null) { manager.DispatchNow((int)name, eventObject); }
private void RewardPlayer() { EventSystemManager.Publish <OnRewardPlayerEvent>(this); }
public override void UnRegisterEvents(EventSystemManager manager) { }