Notify2DMaskStateChanged() 공개 정적인 메소드

Notify all IClippables under the given component that they need to recalculate clipping.

public static Notify2DMaskStateChanged ( Component mask ) : void
mask UnityEngine.Component
리턴 void
예제 #1
0
 protected override void OnEnable()
 {
     base.OnEnable();
     m_ShouldRecalculateClipRects = true;
     ClipperRegistry.Register(this);
     MaskUtilities.Notify2DMaskStateChanged(this);
 }
예제 #2
0
 protected override void OnDisable()
 {
     base.OnDisable();
     this.m_ClipTargets.Clear();
     this.m_Clippers.Clear();
     ClipperRegistry.Unregister(this);
     MaskUtilities.Notify2DMaskStateChanged(this);
 }
예제 #3
0
 protected override void OnValidate()
 {
     base.OnValidate();
     this.m_ShouldRecalculateClipRects = true;
     if (this.IsActive())
     {
         MaskUtilities.Notify2DMaskStateChanged(this);
     }
 }
예제 #4
0
 protected override void OnValidate()
 {
     base.OnValidate();
     this.m_ShouldRecalculateClipRects = true;
     if (!this.IsActive())
     {
         return;
     }
     MaskUtilities.Notify2DMaskStateChanged((Component)this);
 }
예제 #5
0
 protected override void OnDisable()
 {
     // we call base OnDisable first here
     // as we need to have the IsActive return the
     // correct value when we notify the children
     // that the mask state has changed.
     base.OnDisable();
     m_ClipTargets.Clear();
     m_Clippers.Clear();
     ClipperRegistry.Unregister(this);
     MaskUtilities.Notify2DMaskStateChanged(this);
 }
예제 #6
0
        protected override void OnValidate()
        {
            base.OnValidate();
            m_ShouldRecalculateClipRects = true;

            // Dont allow negative softness.
            m_Softness.x = Mathf.Max(0, m_Softness.x);
            m_Softness.y = Mathf.Max(0, m_Softness.y);

            if (!IsActive())
            {
                return;
            }

            MaskUtilities.Notify2DMaskStateChanged(this);
        }