public int UF_SmoothOverFlow(float insValue, float duration, bool ingoreTimeScale, DelegateMethod callback) { if (!this.gameObject.activeInHierarchy) { return(0); } if (duration <= 0) { this.value = (this.value + insValue) % 1.0f; if (callback != null) { callback(null); } return(0); } else { if (m_HandlerSmooth != 0) { FrameHandle.UF_RemoveCouroutine(m_HandlerSmooth); } m_HandlerSmooth = FrameHandle.UF_AddCoroutine(UF_ISmoothOverFlow(insValue, duration, ingoreTimeScale, callback)); } return(m_HandlerSmooth); }
public void Release() { //if (!isReleased) // this.isActive = false; isReleased = true; FrameHandle.UF_RemoveCouroutine(m_TimeReleaseHandle); m_TimeReleaseHandle = 0; }
public void UF_StopFillAmount() { if (m_HandleFillAmount != 0) { FrameHandle.UF_RemoveCouroutine(m_HandleFillAmount); m_HandleFillAmount = 0; } }
//指定时间内自动释放 public void UF_AutoRelease(float value) { if (m_CoAutoRelease != 0) { FrameHandle.UF_RemoveCouroutine(m_CoAutoRelease, true); } m_CoAutoRelease = FrameHandle.UF_AddCoroutine(UF_IAutoRelease(value), true); }
public void UF_StopSmooth() { if (m_HandlerSmooth != 0) { FrameHandle.UF_RemoveCouroutine(m_HandlerSmooth); m_HandlerSmooth = 0; } }
public override void UF_OnReset() { base.UF_OnReset(); if (m_CoAutoRelease != 0) { FrameHandle.UF_RemoveCouroutine(m_CoAutoRelease); } m_CoAutoRelease = 0; }
public void Stop() { if (m_MotionID != 0) { FrameHandle.UF_RemoveCouroutine(m_MotionID); m_MotionID = 0; if (target != null) { target.text = m_CacheText; } } }
public void UF_OnShow() { if (m_HandleClosing > 0) { FrameHandle.UF_RemoveCouroutine(m_HandleClosing); m_HandleClosing = 0; } this.UF_SetActive(true); UF_ApplyCanvasSortingOrder(); UF_InvokeShowEvent(); }
public void UF_Remove(int id) { FrameHandle.UF_RemoveCouroutine(id); }