// When true, indicates that the corresponding // transition should apply to all children of // this object. /* * [HideInInspector] * public bool[] applyToChildren = new bool[4]; */ protected virtual void OnDisable() { if (Application.isPlaying && EZAnimator.Exists()) { EZAnimator.instance.Stop(gameObject); } }
protected override void OnDisable() { base.OnDisable(); if (this.transitionQueued) { this.nextTransition.RemoveTransitionEndDelegate(new EZTransition.OnTransitionEndDelegate(this.RunFollowupTrans)); this.transitionQueued = false; } if (EZAnimator.Exists() && !this.deleted) { bool flag = this.alwaysFinishActiveTransition; this.alwaysFinishActiveTransition = false; if (this.controlState == UIButton.CONTROL_STATE.DISABLED) { this.SetControlState(UIButton.CONTROL_STATE.DISABLED); } else if (!this.isListButton) { this.SetControlState(UIButton.CONTROL_STATE.NORMAL); } if (this.prevTransition != null && this.prevTransition.IsRunning()) { this.prevTransition.End(); } this.alwaysFinishActiveTransition = flag; } this.prevTransition = null; }
protected override void OnDisable() { base.OnDisable(); if (Application.isPlaying && EZAnimator.Exists()) { EZAnimator.instance.Stop(gameObject); EZAnimator.instance.Stop(this); } }
public void DeleteAnim() { if (EZAnimator.Exists()) { for (int i = 0; i < this.uiObjs.Count; i++) { EZAnimator.instance.Stop(this.uiObjs[i].gameObject); EZAnimator.instance.Stop(this.uiObjs[i]); } } }
protected virtual void OnDisable() { if (Application.isPlaying) { if (EZAnimator.Exists()) { EZAnimator.instance.Stop(base.gameObject); } if (this.detargetOnDisable && UIManager.Exists()) { NrTSingleton <UIManager> .Instance.Detarget(this); } } }
// When true, indicates that the corresponding // transition should apply to all children of // this object. /* * [HideInInspector] * public bool[] applyToChildren = new bool[4]; */ protected virtual void OnDisable() { if (Application.isPlaying) { if (EZAnimator.Exists()) { EZAnimator.instance.Stop(gameObject); } if (detargetOnDisable && UIManager.Exists()) { UIManager.instance.Detarget(this); } } }
public override void OnDisable() { if (Application.isPlaying) { if (EZAnimator.Exists() && this.autoAnimatorStop) { EZAnimator.instance.Stop(base.gameObject); EZAnimator.instance.Stop(this); } if (this.detargetOnDisable && UIManager.Exists()) { NrTSingleton <UIManager> .Instance.Detarget(this); } } }
protected override void OnDisable() { base.OnDisable(); // Cancel any queued transitions: if (transitionQueued) { nextTransition.RemoveTransitionEndDelegate(RunFollowupTrans); transitionQueued = false; } // Revert to our normal state, but if there isn't // an EZAnimator, then we either don't need to // revert, or we don't want to because the scene // is closing: if (EZAnimator.Exists() && !deleted) { // Temporarily disable running follow-up transitions: bool prevAFAT = alwaysFinishActiveTransition; alwaysFinishActiveTransition = false; if (controlState == CONTROL_STATE.DISABLED) { SetControlState(CONTROL_STATE.DISABLED); } else { SetControlState(CONTROL_STATE.NORMAL); } // Cancel any running transition: if (prevTransition != null) { if (prevTransition.IsRunning()) { prevTransition.End(); } } // Restore our setting: alwaysFinishActiveTransition = prevAFAT; } prevTransition = null; }
protected override void OnDisable() { base.OnDisable(); // Revert to our normal state, but if there isn't // an EZAnimator, then we either don't need to // revert, or we don't want to because the scene // is closing: if (EZAnimator.Exists() && !deleted) { if (controlState == CONTROL_STATE.DISABLED) { SetControlState(CONTROL_STATE.DISABLED); } else { SetControlState(CONTROL_STATE.NORMAL); } } }