void LoadPreviousValues(params ILayoutElement[] uiElements) { float prevWidth = PlayerPrefs.GetFloat("PanoramaCubeDimension-width", default); m_width = prevWidth; (uiElements[0] as InputField).text = prevWidth.ToString(); onWidthChange?.Invoke(m_width); var prevDepth = PlayerPrefs.GetFloat("PanoramaCubeDimension-depth", default); m_depth = prevDepth; (uiElements[1] as InputField).text = prevDepth.ToString(); onDepthChange?.Invoke(m_depth); var prevCh = PlayerPrefs.GetFloat("PanoramaCubeDimension-ch", default); m_ch = prevCh; (uiElements[2] as InputField).text = prevCh.ToString(); onCHChange?.Invoke(m_ch); float prevCl = PlayerPrefs.GetFloat("PanoramaCubeDimension-cl", default); m_cl = prevCl; (uiElements[3] as InputField).text = prevCl.ToString(); onCLChange?.Invoke(m_cl); }
internal void Update() { if (_transform.hasChanged) { _transform.hasChanged = false; float oldDepth = _position.z; UpdateCachedTransformInformation(); _meshMask.UpdatePositionAndScale(); if (oldDepth != _position.z && OnDepthChange != null) { OnDepthChange.Invoke(); } } if (_transform.gameObject.layer != _gameobjectLayer) { _gameobjectLayer = _transform.gameObject.layer; if (OnGameobjectLayerChange != null) { OnGameobjectLayerChange.Invoke(); } } }
internal void Update() { if (_transform.hasChanged) { _transform.hasChanged = false; float oldDepth = _position.z; UpdateCachedTransformInformation(); if (oldDepth != _position.z && OnDepthChange != null) { OnDepthChange.Invoke(); } } }