protected void SetUIElementType_UI_Leave(EUILayerElementType _eOldType) { bool IsActiveObject = gameObject.activeSelf; if (!IsActiveObject) { gameObject.SetActive(true); } GraphicRaycaster raycaster = this.gameObject.GetComponent <GraphicRaycaster>(); if (raycaster != null) { gameObject.RemoveComponent <GraphicRaycaster>(); m_bIsUIRequirRaycaster = false; } if (m_UICanvasRenderer != null) { gameObject.RemoveComponent <Canvas>(); m_UICanvasRenderer = null; } if (!IsActiveObject) { gameObject.SetActive(false); } }
protected void SetUIElementType_Effect_Leave(EUILayerElementType _eOldType) { if (m_EffectRenderer != null || m_bFindEffectRenderers) { m_EffectRenderer = null; m_bFindEffectRenderers = false; } }
protected void SetUIElementType_Leave(EUILayerElementType _eOldType) { switch (_eOldType) { case EUILayerElementType.ELET_UI: SetUIElementType_UI_Leave(_eOldType); break; case EUILayerElementType.ELET_Effect: SetUIElementType_Effect_Leave(_eOldType); break; default: break; } }
protected void SetUIElementType_Enter(EUILayerElementType _eNewType) { switch (_eNewType) { case EUILayerElementType.ELET_UI: SetUIElementType_UI_Enter(_eNewType); break; case EUILayerElementType.ELET_Effect: SetUIElementType_Effect_Enter(_eNewType); break; default: break; } }
protected void SetUIElementType_Effect_Enter(EUILayerElementType _eNewType) { CacheEffectRenderer(); }
protected void SetUIElementType_UI_Enter(EUILayerElementType _eNewType) { CacheUICanvasRenderer(); }