//閉じる処理をキャンセル protected virtual void CancelClosing() { ITransition[] transitions = UtageToolKit.GetInterfaceCompoents <ITransition>(this.gameObject); foreach (ITransition transition in transitions) { transition.CancelClosing(); } RestoreCanvasGroupInput(); EndClose(); }
protected virtual IEnumerator CoOpening() { ITransition[] transitions = UtageToolKit.GetInterfaceCompoents <ITransition>(this.gameObject); foreach (ITransition transition in transitions) { transition.Open(); } while (!Array.TrueForAll(transitions, item => !item.IsPlaying)) { yield return(0); } RestoreCanvasGroupInput(); this.status = Status.Opened; //開く処理終了を呼ぶ this.gameObject.SendMessage("OnEndOpen", SendMessageOptions.DontRequireReceiver); }
protected virtual IEnumerator CoClosing() { this.status = Status.Closing; StoreAndChangeCanvasGroupInput(true); ITransition[] transitions = UtageToolKit.GetInterfaceCompoents <ITransition>(this.gameObject); foreach (ITransition transition in transitions) { transition.Close(); } while (!Array.TrueForAll(transitions, item => !item.IsPlaying)) { yield return(0); } RestoreCanvasGroupInput(); EndClose(); }