예제 #1
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 /// <summary>Callback for processing animation movements for modifying root motion.</summary>
 void OnAnimatorMove()
 {
     onAnimatorMove?.TryInvokeContinuation();
 }
예제 #2
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 void IUpdateSelectedHandler.OnUpdateSelected(BaseEventData eventData)
 {
     onUpdateSelected?.TryInvokeContinuation(eventData);
 }
예제 #3
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 void IDropHandler.OnDrop(PointerEventData eventData)
 {
     onDrop?.TryInvokeContinuation(eventData);
 }
예제 #4
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 /// <summary>Update is called every frame, if the MonoBehaviour is enabled.</summary>
 void Update()
 {
     promise.TryInvokeContinuation(AsyncUnit.Default);
 }
예제 #5
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 void ISubmitHandler.OnSubmit(BaseEventData eventData)
 {
     onSubmit?.TryInvokeContinuation(eventData);
 }
예제 #6
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 /// <summary>OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.</summary>
 void OnMouseDrag()
 {
     onMouseDrag?.TryInvokeContinuation();
 }
예제 #7
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 /// <summary>OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.</summary>
 void OnMouseOver()
 {
     onMouseOver?.TryInvokeContinuation();
 }
예제 #8
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 /// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary>
 void OnParticleTrigger()
 {
     onParticleTrigger?.TryInvokeContinuation();
 }
예제 #9
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 void IPointerExitHandler.OnPointerExit(PointerEventData eventData)
 {
     onPointerExit?.TryInvokeContinuation(eventData);
 }
예제 #10
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 void IEndDragHandler.OnEndDrag(PointerEventData eventData)
 {
     onEndDrag?.TryInvokeContinuation(eventData);
 }
예제 #11
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 /// <summary>OnParticleCollision is called when a particle hits a collider.</summary>
 void OnParticleCollision(GameObject other)
 {
     onParticleCollision?.TryInvokeContinuation(other);
 }
예제 #12
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 /// <summary>Sent each frame where a collider on another object is touching this object's collider (2D physics only).</summary>
 void OnCollisionStay2D(Collision2D coll)
 {
     onCollisionStay2D?.TryInvokeContinuation(coll);
 }
예제 #13
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 // This function is called when the list of children of the transform of the GameObject has changed
 void OnTransformChildrenChanged()
 {
     onTransformChildrenChanged?.TryInvokeContinuation();
 }
예제 #14
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 // This function is called when the parent property of the transform of the GameObject has changed
 void OnTransformParentChanged()
 {
     onTransformParentChanged?.TryInvokeContinuation();
 }
예제 #15
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 /// <summary>OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.</summary>
 void OnMouseUpAsButton()
 {
     onMouseUpAsButton?.TryInvokeContinuation();
 }
예제 #16
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 public override void OnStateMachineExit(Animator animator, int stateMachinePathHash)
 {
     onStateMachineExit?.TryInvokeContinuation(new OnStateMachineInfo(animator, stateMachinePathHash));
 }
예제 #17
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 /// <summary>OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.</summary>
 void OnMouseDown()
 {
     onMouseDown?.TryInvokeContinuation();
 }
예제 #18
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 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     onStateUpdate?.TryInvokeContinuation(new OnStateInfo(animator, stateInfo, layerIndex));
 }
예제 #19
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 /// <summary>OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.</summary>
 void OnMouseExit()
 {
     onMouseExit?.TryInvokeContinuation();
 }
예제 #20
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 /// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary>
 void OnBecameVisible()
 {
     onBecameVisible?.TryInvokeContinuation();
 }
예제 #21
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 /// <summary>OnMouseUp is called when the user has released the mouse button.</summary>
 void OnMouseUp()
 {
     onMouseUp?.TryInvokeContinuation();
 }
예제 #22
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 /// <summary>Update is called every frame, if the MonoBehaviour is enabled.</summary>
 void Update()
 {
     promise?.TryInvokeContinuation();
 }
 void IInitializePotentialDragHandler.OnInitializePotentialDrag(PointerEventData eventData)
 {
     onInitializePotentialDrag?.TryInvokeContinuation(eventData);
 }
예제 #24
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 void IPointerEnterHandler.OnPointerEnter(PointerEventData eventData)
 {
     onPointerEnter?.TryInvokeContinuation(eventData);
 }
예제 #25
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 void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
 {
     onPointerDown?.TryInvokeContinuation(eventData);
 }
예제 #26
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 void IPointerClickHandler.OnPointerClick(PointerEventData eventData)
 {
     onPointerClick?.TryInvokeContinuation(eventData);
 }
예제 #27
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 void ICancelHandler.OnCancel(BaseEventData eventData)
 {
     onCancel?.TryInvokeContinuation(eventData);
 }
예제 #28
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 /// <summary>Sent each frame where another object is within a trigger collider attached to this object (2D physics only).</summary>
 void OnTriggerStay2D(Collider2D other)
 {
     onTriggerStay2D?.TryInvokeContinuation(other);
 }
예제 #29
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 void IMoveHandler.OnMove(AxisEventData eventData)
 {
     onMove?.TryInvokeContinuation(eventData);
 }
예제 #30
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 /// <summary>Callback for setting up animation IK (inverse kinematics).</summary>
 void OnAnimatorIK(int layerIndex)
 {
     onAnimatorIK?.TryInvokeContinuation(layerIndex);
 }