DeactivateModule() публичный Метод

Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.

public DeactivateModule ( ) : void
Результат void
        protected override void OnDisable()
        {
            if (m_CurrentInputModule != null)
            {
                m_CurrentInputModule.DeactivateModule();
                m_CurrentInputModule = null;
            }

            m_EventSystems.Remove(this);

            base.OnDisable();
        }
Пример #2
0
 protected override void OnDisable()
 {
     if (m_CurrentInputModule != null)
     {
         m_CurrentInputModule.DeactivateModule();
         m_CurrentInputModule = null;
     }
     if (current == this)
     {
         current = null;
     }
     base.OnDisable();
 }
Пример #3
0
        protected override void OnDisable()
        {
            if (m_CurrentInputModule != null)
            {
                m_CurrentInputModule.DeactivateModule();
                m_CurrentInputModule = null;
            }

            // if (EventSystem.current == this)
            //     EventSystem.current = null;

            base.OnDisable();
        }
 static public int DeactivateModule(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l);
         self.DeactivateModule();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
        protected override void OnDisable()
        {
#if PACKAGE_UITOOLKIT
            UIElementsRuntimeUtility.UnregisterEventSystem(this);
#endif

            if (m_CurrentInputModule != null)
            {
                m_CurrentInputModule.DeactivateModule();
                m_CurrentInputModule = null;
            }

            m_EventSystems.Remove(this);

            base.OnDisable();
        }
 static public int DeactivateModule(IntPtr l)
 {
     try {
         UnityEngine.EventSystems.BaseInputModule self = (UnityEngine.EventSystems.BaseInputModule)checkSelf(l);
         self.DeactivateModule();
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int DeactivateModule(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.EventSystems.BaseInputModule obj = (UnityEngine.EventSystems.BaseInputModule)ToLua.CheckObject <UnityEngine.EventSystems.BaseInputModule>(L, 1);
         obj.DeactivateModule();
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }