public View(string name, object control, string caption, OnClosingDelegate onClosingHandler, ActivateDelegate onActivateHandler, BooleanDelegate canCloseHandler, string hint, Image image, ViewDockingState dockingState, ViewDockingStateFlagExt allowDockingStates) : base(name, control, caption, hint, image) { _onCloseHandler = onClosingHandler; _canCloseHandler = canCloseHandler; _onActivateHandler = onActivateHandler; }
public NetworkInstantiatePool(GameObject prefab, int size, ActivateDelegate activate, PrefabInitDelegate prefabInitDelegate) { Prefab = prefab.GetComponent <uLink.NetworkView>(); if (null != prefabInitDelegate) { prefabInitDelegate(prefab); } MaxSize = size; if (Prefab._manualViewID != 0) { Debug.LogError("Prefab viewID must be set to Allocated or Unassigned", Prefab); return; } Parent = new GameObject("_" + Prefab.name + "-Pool").transform; GameObject.DontDestroyOnLoad(Parent); for (int i = 0; i < size; i++) { uLink.NetworkView instance = (uLink.NetworkView)Object.Instantiate(Prefab); instance.transform.parent = Parent; instance.gameObject.SetActive(false); GameObject.DontDestroyOnLoad(instance.gameObject); Pool.Push(instance); } Activate = activate; uLink.NetworkInstantiator.Add(Prefab.name, Creator, Destroyer); }
void dockManager_DockItemActivating(object sender, ItemCancelEventArgs e) { if (e.Item.Name == "newNote") { DocumentPanel panel = CreateNewNote(); e.Cancel = panel != null; if (panel != null) { ActivateDelegate activate = new ActivateDelegate(ActivateDockItem); Dispatcher.BeginInvoke(activate, new object[] { panel }); } } }
void dockManager_LayoutItemActivating(object sender, ItemCancelEventArgs e) { if (e.Item.Name == "newNotePage") { LayoutControlItem item = CreateNewNotePage(e.Item.Parent); e.Cancel = item != null; if (item != null) { ActivateDelegate activate = new ActivateDelegate(ActivateLayoutItem); Dispatcher.BeginInvoke(activate, new object[] { item }); } } }
/// <summary> /// Initializes a new instance of the <see cref="Util.ObjectPool"/> class. /// </summary> /// <param name='prefab'> /// GameObject Prefab to instantiate objects. /// </param> /// <param name='initialSize'> /// Initial size of the pool. /// </param> /// <param name='setActiveRecursively'> /// to call SetActiveRecursively or .active /// </param> /// <param name='onActivate'> /// Delegate to call when object is spawned /// </param> /// <param name='onDeactivate'> /// Delegate to call when object is recycled /// </param> public ObjectPool(GameObject prefab, Transform parent, int initialSize, bool setActiveRecursively, ActivateDelegate onActivate = null, DeactivateDelegate onDeactivate = null) { m_Prefab = prefab; m_SetActiveRecursively = setActiveRecursively; OnActivate = onActivate; OnDeactivate = onDeactivate; m_PoolActive = new List <GameObject>(); m_PoolAvailable = new List <GameObject>(); for (int i = 0; i < initialSize; ++i) { GameObject gameObject = GameObject.Instantiate(m_Prefab) as GameObject; m_PoolAvailable.Add(gameObject); gameObject.transform.SetParent(parent); SetActive(gameObject, false); } }
/// <summary> /// Change OnActivate method /// </summary> /// <param name='_onActivate'> /// delegate method /// </param> public void SetOnActivateMethod(ActivateDelegate _onActivate) { OnActivate = _onActivate; }
public Action() { this.CanActivate = null; this.Activate = null; this.EnergyCost = 0; }
public Action(ConditionDelegate CanActivate, ActivateDelegate Activate, float EnergyCost) { this.CanActivate = CanActivate; this.Activate = Activate; this.EnergyCost = EnergyCost; }
public static extern void _UnityJS_HandleAwake(ActivateDelegate activateCallback);
public View(object control, string caption, OnClosingDelegate onClosingHandler, ActivateDelegate onActivateHandler) : this(string.Empty, control, caption, onClosingHandler, onActivateHandler, null, string.Empty, null, ViewDockingState.Right, ViewDockingStateHelper.All) { }