public void OnPointerEnter(PointerEventData eventData) { if (m_OnUpdate == null) { m_OnUpdate = gameObject.AddComponent <OnUpdateCallback>(); m_OnUpdate.hideFlags = HideFlags.HideInInspector; m_LinkID = -1; m_OnUpdate.m_Action = () => { var currentLinkID = TMP_TextUtilities.FindIntersectingLink(m_Text, Core.Instance.MouseWorldPosition.ScreenPosition, m_Camera); if (currentLinkID == -1) { // disable tooltip m_LinkID = currentLinkID; m_UITMPLinkTooltip.Hide(); } if (currentLinkID != m_LinkID) { // show tooltip m_LinkID = currentLinkID; var linkInfo = m_Text.textInfo.linkInfo[currentLinkID]; m_UITMPLinkTooltip.Show(linkInfo.GetLinkID()); } }; } }
private void OnDestroy() { if (m_OnUpdate != null) { Destroy(m_OnUpdate); m_OnUpdate = null; } }
private void implHide() { if (m_OnUpdate != null) { Destroy(m_OnUpdate); m_OnUpdate = null; m_UITMPLinkTooltip.Hide(); } }
public void OnPointerExit(PointerEventData eventData) { if (m_OnUpdate != null) { Destroy(m_OnUpdate); m_OnUpdate = null; } m_UITMPLinkTooltip.Hide(); }
/// <summary> /// Register a function to call on every update loop. /// This is a quick method to add per-object functionality without defining a component type. /// </summary> /// <param name="callback">Callback to call every Update() frame.</param> public void DoOnUpdate(OnUpdateCallback callback) { // if needed, create the on-update callbacks list if (_onUpdate == null) { _onUpdate = new List <OnUpdateCallback>(); } // add callback _onUpdate.Add(callback); }
/// <summary> /// Add a new fixed update listener. /// </summary> static public void AddOnUpdate(Component mb, OnUpdateCallback callback) { ProximityManager pro = GetInstance(mb); foreach (UpdateListener p in pro.mOnUpdate) { if (p.mb == mb && p.callback == callback) { return; } } UpdateListener ent = new UpdateListener(); ent.mb = mb; ent.callback = callback; pro.mOnUpdate.Add(ent); }
/// <summary>Adds this instance to the update queue.</summary> public void enqueue() { if (enqueued) { return; } enqueued = true; after = null; before = last; if (first == null) { first = last = this; // Enqueue in the update system: updater = OnUpdate.Add(updateAll); } else { last.after = this; last = this; } }
private void UpdateInner() { ComputeFft(); OnUpdateCallback?.Invoke(); }
private void UpdateInner() { UpdatePlots(); OnUpdateCallback?.Invoke(); }
public void AddOnUpdateListener(OnUpdateCallback callback) { onUpdateCallback += callback; }
public void AddStateListener(OnUpdateCallback cb) { _callback = cb; }