public void TestCalculateLayoutInputHorizontal() { m_LayoutGroup.CalculateLayoutInputHorizontal(); m_LayoutGroup.SetLayoutHorizontal(); m_LayoutGroup.CalculateLayoutInputVertical(); m_LayoutGroup.SetLayoutVertical(); Assert.AreEqual(31, m_LayoutGroup.minWidth); Assert.AreEqual(206, m_LayoutGroup.preferredWidth); Assert.AreEqual(1, m_LayoutGroup.flexibleWidth); }
// Update is called once per frame void Update() { Canvas.ForceUpdateCanvases(); hlg.CalculateLayoutInputHorizontal(); hlg.CalculateLayoutInputVertical(); hlg.SetLayoutHorizontal(); hlg.SetLayoutVertical(); }
// Update is called once per frame void Update() { VerticalLayoutGroup hlg = gameObject.GetComponent <VerticalLayoutGroup>(); Canvas.ForceUpdateCanvases(); hlg.CalculateLayoutInputHorizontal(); hlg.CalculateLayoutInputVertical(); hlg.SetLayoutHorizontal(); hlg.SetLayoutVertical(); }
// HACK: Fix for an issue caused by the combined use of nested layout groups and content size fitter private IEnumerator ResetLayoutGroup() { yield return(new WaitForEndOfFrame()); VerticalLayoutGroup verticalLayoutGroup = GetComponentInChildren <VerticalLayoutGroup>(); verticalLayoutGroup.CalculateLayoutInputHorizontal(); verticalLayoutGroup.CalculateLayoutInputVertical(); verticalLayoutGroup.SetLayoutHorizontal(); verticalLayoutGroup.SetLayoutVertical(); yield break; }
public static int CalculateLayoutInputHorizontal(IntPtr l) { int result; try { VerticalLayoutGroup verticalLayoutGroup = (VerticalLayoutGroup)LuaObject.checkSelf(l); verticalLayoutGroup.CalculateLayoutInputHorizontal(); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
private IEnumerator FadeInOut(float toastDuration, float fadeDuration) { yield return(null); uiContentVerticalLayoutGroup.CalculateLayoutInputHorizontal(); uiContentVerticalLayoutGroup.CalculateLayoutInputVertical(); uiContentVerticalLayoutGroup.SetLayoutHorizontal(); uiContentVerticalLayoutGroup.SetLayoutVertical(); yield return(null); // Anim start yield return(Fade(uiCanvasGroup, 0f, 1f, fadeDuration)); yield return(new WaitForSeconds(toastDuration)); yield return(Fade(uiCanvasGroup, 1f, 0f, fadeDuration)); // Anim end }