Esempio n. 1
0
 static public int Invoke(IntPtr l)
 {
     try {
         UnityEngine.UI.Slider.SliderEvent self = (UnityEngine.UI.Slider.SliderEvent)checkSelf(l);
         System.Single a1;
         checkType(l, 2, out a1);
         self.Invoke(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 2
0
        void UpdateVirtualAxes(Vector3 value)
        {
            var delta = m_StartPos - value;

            delta.y = -delta.y;
            delta  /= MovementRange;
            if (m_UseX)
            {
                onHorizontalChanged.Invoke(-delta.x);
            }

            if (m_UseY)
            {
                onVerticalChanged.Invoke(delta.y);
            }
        }
        public UnityEngine.UI.Slider.SliderEvent onValueChange;         //A simple wrapper class because Unity can't serialize Generics

        protected override void ApplySetting(float _value)
        {
            onValueChange.Invoke(_value);
        }
Esempio n. 4
0
        IEnumerator Fade(float targetValue)
        {
            if (targetValue == 1)
            {
                onStartFadeIn.Invoke();
                if (autoControlCanvasGroup && group)
                {
                    group.interactable   = false;
                    group.blocksRaycasts = true;
                }
            }
            else
            {
                if (autoControlCanvasGroup && group)
                {
                    group.interactable   = false;
                    group.blocksRaycasts = true;
                }
                onStartFadeOut.Invoke();
            }

            inFade = false;
            yield return(new WaitForEndOfFrame());

            inFade = true;
            if (group)
            {
                currentValue = group.alpha;
            }

            while ((targetValue == 1 ? currentValue < 1 : currentValue > 0) && inFade)
            {
                yield return(null);

                currentValue = (targetValue == 1) ? currentValue + Time.unscaledDeltaTime * fadeSpeed : currentValue - Time.unscaledDeltaTime * fadeSpeed;
                if (group)
                {
                    group.alpha = currentValue;
                }
                OnChangeValue.Invoke(currentValue);
            }
            if (targetValue == 1)
            {
                onFinishFadeIn.Invoke();
                if (autoControlCanvasGroup && group)
                {
                    group.interactable   = true;
                    group.blocksRaycasts = true;
                }
            }
            else
            {
                if (autoControlCanvasGroup && group)
                {
                    group.interactable   = false;
                    group.blocksRaycasts = false;
                }

                onFinishFadeOut.Invoke();
            }
        }