예제 #1
0
 protected override void OnRectTransformDimensionsChange()
 {
     if (gameObject.activeInHierarchy)
     {
         // prevent double dirtying...
         if (CanvasUpdateRegistry.IsRebuildingLayout())
         {
             SetVerticesDirty();
         }
         else
         {
             SetVerticesDirty();
             SetLayoutDirty();
         }
     }
 }
예제 #2
0
        /// <summary>
        /// Clear references.
        /// </summary>
        protected override void OnDisable()
        {
#if UNITY_EDITOR
            GraphicRebuildTracker.UnTrackGraphic(this);
#endif
            GraphicRegistry.UnregisterGraphicForCanvas(canvas, this);
            CanvasUpdateRegistry.UnRegisterCanvasElementForRebuild(this);

            if (canvasRenderer != null)
            {
                canvasRenderer.Clear();
            }

            LayoutRebuilder.MarkLayoutForRebuild(rectTransform);

            base.OnDisable();
        }
예제 #3
0
        protected override void OnDisable()
        {
            CanvasUpdateRegistry.UnRegisterCanvasElementForRebuild(this);

            if (m_HorizontalScrollbar)
            {
                m_HorizontalScrollbar.onValueChanged.RemoveListener(SetHorizontalNormalizedPosition);
            }
            if (m_VerticalScrollbar)
            {
                m_VerticalScrollbar.onValueChanged.RemoveListener(SetVerticalNormalizedPosition);
            }

            m_HasRebuiltLayout = false;
            m_Tracker.Clear();
            m_Velocity = Vector2.zero;
            LayoutRebuilder.MarkLayoutForRebuild(rectTransform);
            base.OnDisable();
        }
예제 #4
0
        protected override void OnValidate()
        {
            base.OnValidate();

            m_Size = Mathf.Clamp01(m_Size);

            //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called.
            if (IsActive())
            {
                UpdateCachedReferences();
                Set(m_Value, false);
                // Update rects since other things might affect them even if value didn't change.
                UpdateVisuals();
            }

            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);

            if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }