Called when the module is activated. Override this if you want custom code to execute when you activate your module.
static public int ActivateModule(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l); self.ActivateModule(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int ActivateModule(IntPtr l) { try { UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l); self.ActivateModule(); return(0); } catch (Exception e) { return(error(l, e)); } }
static int ActivateModule(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.EventSystems.BaseInputModule obj = (UnityEngine.EventSystems.BaseInputModule)ToLua.CheckObject <UnityEngine.EventSystems.BaseInputModule>(L, 1); obj.ActivateModule(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void ChangeEventModule(BaseInputModule module) { if (!(this.m_CurrentInputModule == module)) { if (this.m_CurrentInputModule != null) { this.m_CurrentInputModule.DeactivateModule(); } if (module != null) { module.ActivateModule(); } this.m_CurrentInputModule = module; } }
private void ChangeEventModule(BaseInputModule module) { if (this.m_CurrentInputModule != module) { if (this.m_CurrentInputModule != null) { this.m_CurrentInputModule.DeactivateModule(); } if (module != null) { module.ActivateModule(); } this.m_CurrentInputModule = module; } }
private void ChangeEventModule(BaseInputModule module) { if ((UnityEngine.Object) this.m_CurrentInputModule == (UnityEngine.Object)module) { return; } if ((UnityEngine.Object) this.m_CurrentInputModule != (UnityEngine.Object)null) { this.m_CurrentInputModule.DeactivateModule(); } if ((UnityEngine.Object)module != (UnityEngine.Object)null) { module.ActivateModule(); } this.m_CurrentInputModule = module; }
private void ChangeEventModule(BaseInputModule module) { if (m_CurrentInputModule == module) { return; } if (m_CurrentInputModule != null) { m_CurrentInputModule.DeactivateModule(); } if (module != null) { module.ActivateModule(); } m_CurrentInputModule = module; }
private void ChangeEventModule(BaseInputModule module) { if (m_CurrentInputModule == module) return; if (m_CurrentInputModule != null) m_CurrentInputModule.DeactivateModule(); if (module != null) module.ActivateModule(); m_CurrentInputModule = module; }
private void ChangeEventModule(BaseInputModule module) { if ((UnityEngine.Object) this.m_CurrentInputModule == (UnityEngine.Object) module) return; if ((UnityEngine.Object) this.m_CurrentInputModule != (UnityEngine.Object) null) this.m_CurrentInputModule.DeactivateModule(); if ((UnityEngine.Object) module != (UnityEngine.Object) null) module.ActivateModule(); this.m_CurrentInputModule = module; }