Esempio n. 1
0
        /// <summary>
        /// Internal method to prepare all events.
        /// </summary>
        void PrepEvents()
        {
            // if we don't have a alayout, then this fails. the importer should do this
            APLayout layout = gameObject.GetComponent <APLayout>();

            if (layout != null)
            {
                setLayoutObject(gameObject.GetComponent <APLayout>());
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Sets the layout object.
        /// </summary>
        /// <param name="layout_object">Layout object.</param>
        public void setLayoutObject(APLayout layout_object)
        {
            if (_layoutObject != null)
            {
                //remove events
                this.OnNeedMaxVisibleItems        -= _layoutObject.OnNeedMaximumVisibleItems;
                this.OnPositionForAttachmentPoint -= _layoutObject.OnPositionForAttachmentPoint;
                this.OnRotationForAttachmentPoint -= _layoutObject.OnRotationForAttachmentPoint;
                this.OnPositionForItemByIndex     -= _layoutObject.OnPositionForItemByIndex;
                this.OnRotationForItemByIndex     -= _layoutObject.OnRotationForItemByIndex;
            }

            _layoutObject = layout_object;
            //init delegate methods on object
            this.OnNeedMaxVisibleItems        += _layoutObject.OnNeedMaximumVisibleItems;
            this.OnPositionForAttachmentPoint += _layoutObject.OnPositionForAttachmentPoint;
            this.OnRotationForAttachmentPoint += _layoutObject.OnRotationForAttachmentPoint;
            this.OnPositionForItemByIndex     += _layoutObject.OnPositionForItemByIndex;
            this.OnRotationForItemByIndex     += _layoutObject.OnRotationForItemByIndex;

            invalidateLayout();
        }