/// <summary>Callback for processing animation movements for modifying root motion.</summary> void OnAnimatorMove() { onAnimatorMove?.TryInvokeContinuation(); }
void IUpdateSelectedHandler.OnUpdateSelected(BaseEventData eventData) { onUpdateSelected?.TryInvokeContinuation(eventData); }
void IDropHandler.OnDrop(PointerEventData eventData) { onDrop?.TryInvokeContinuation(eventData); }
/// <summary>Update is called every frame, if the MonoBehaviour is enabled.</summary> void Update() { promise.TryInvokeContinuation(AsyncUnit.Default); }
void ISubmitHandler.OnSubmit(BaseEventData eventData) { onSubmit?.TryInvokeContinuation(eventData); }
/// <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(); }
/// <summary>OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.</summary> void OnMouseOver() { onMouseOver?.TryInvokeContinuation(); }
/// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary> void OnParticleTrigger() { onParticleTrigger?.TryInvokeContinuation(); }
void IPointerExitHandler.OnPointerExit(PointerEventData eventData) { onPointerExit?.TryInvokeContinuation(eventData); }
void IEndDragHandler.OnEndDrag(PointerEventData eventData) { onEndDrag?.TryInvokeContinuation(eventData); }
/// <summary>OnParticleCollision is called when a particle hits a collider.</summary> void OnParticleCollision(GameObject other) { onParticleCollision?.TryInvokeContinuation(other); }
/// <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); }
// This function is called when the list of children of the transform of the GameObject has changed void OnTransformChildrenChanged() { onTransformChildrenChanged?.TryInvokeContinuation(); }
// This function is called when the parent property of the transform of the GameObject has changed void OnTransformParentChanged() { onTransformParentChanged?.TryInvokeContinuation(); }
/// <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(); }
public override void OnStateMachineExit(Animator animator, int stateMachinePathHash) { onStateMachineExit?.TryInvokeContinuation(new OnStateMachineInfo(animator, stateMachinePathHash)); }
/// <summary>OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.</summary> void OnMouseDown() { onMouseDown?.TryInvokeContinuation(); }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { onStateUpdate?.TryInvokeContinuation(new OnStateInfo(animator, stateInfo, layerIndex)); }
/// <summary>OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.</summary> void OnMouseExit() { onMouseExit?.TryInvokeContinuation(); }
/// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary> void OnBecameVisible() { onBecameVisible?.TryInvokeContinuation(); }
/// <summary>OnMouseUp is called when the user has released the mouse button.</summary> void OnMouseUp() { onMouseUp?.TryInvokeContinuation(); }
/// <summary>Update is called every frame, if the MonoBehaviour is enabled.</summary> void Update() { promise?.TryInvokeContinuation(); }
void IInitializePotentialDragHandler.OnInitializePotentialDrag(PointerEventData eventData) { onInitializePotentialDrag?.TryInvokeContinuation(eventData); }
void IPointerEnterHandler.OnPointerEnter(PointerEventData eventData) { onPointerEnter?.TryInvokeContinuation(eventData); }
void IPointerDownHandler.OnPointerDown(PointerEventData eventData) { onPointerDown?.TryInvokeContinuation(eventData); }
void IPointerClickHandler.OnPointerClick(PointerEventData eventData) { onPointerClick?.TryInvokeContinuation(eventData); }
void ICancelHandler.OnCancel(BaseEventData eventData) { onCancel?.TryInvokeContinuation(eventData); }
/// <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); }
void IMoveHandler.OnMove(AxisEventData eventData) { onMove?.TryInvokeContinuation(eventData); }
/// <summary>Callback for setting up animation IK (inverse kinematics).</summary> void OnAnimatorIK(int layerIndex) { onAnimatorIK?.TryInvokeContinuation(layerIndex); }