public void OnPointerExit(PointerEventData eventData) { Debug.Log("OnPointerExit:"); //隐藏圈圈 m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; }
private void HandleOut() { if (!isSelected) { m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; gameObject.GetComponent <Renderer>().material = m_LevelBtn_Nor; } }
private void HandleOut() { m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; gameObject.GetComponent <Renderer>().material = m_NormalMaterialReplay; }
private void HandleOut() { // 不是当前分类,材质恢复Normal if (!isSelected) { gameObject.GetComponent <Renderer>().material = m_NormalMaterial; } m_SelectionRadial.Hide(); m_SelectionRadial.HandleUp(); m_GazeOver = false; }
private void HandleOut() { //if (mpc.m_VideoControl.activeSelf) //{ // gameObject.GetComponent<Renderer>().material = m_NormalMaterialPause; //} //else //{ // gameObject.GetComponent<Renderer>().material = m_NormalMaterialPlay; //} m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; }
private void HandleOut() { m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; if (mpc.m_CurrentState == MEDIAPLAYER_STATE.PLAYING) { gameObject.GetComponent <Renderer>().material = m_NormalMaterialPause; } else { gameObject.GetComponent <Renderer>().material = m_NormalMaterialPlay; } }
private void HandleOut() { m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; }