public override void Rebuild(CanvasUpdate executing) { base.Rebuild(executing); UpdateBound(); SetItemDisplay(); }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (update == CanvasUpdate.PreRender) { if (!m_materialDirty) { return; } UpdateMaterial(); m_materialDirty = false; } }
public override void Rebuild(CanvasUpdate update) { base.Rebuild(update); if (canvasRenderer.cull) { return; } if (update == CanvasUpdate.PreRender) { canvasRenderer.SetMesh(sharedMesh); } }
public override void Rebuild(CanvasUpdate executing) { if (executing != CanvasUpdate.PostLayout) { return; } base.Rebuild(executing); if (Application.isPlaying && autoInit) { Init(); } }
public override void Rebuild(CanvasUpdate update) { base.Rebuild(update); if (update == CanvasUpdate.Layout) { Debug.Log("update"); if (text != lastText) { CheckForLocalization(); lastText = text; } } }
public override void Rebuild(CanvasUpdate update) { if (this == null && enabled && gameObject.activeInHierarchy) { return; } if (m_emojiParsingRequired) { ParseInputTextAndEmojiCharSequence(); } base.Rebuild(update); }
public void Rebuild(CanvasUpdate executing) { if (_feature != null) { if (executing == CanvasUpdate.PreRender) { _feature.DoUpdate(EmojiEvent.PreRender); } else if (executing == CanvasUpdate.LatePreRender) { _feature.DoUpdate(EmojiEvent.LatePreRender); } } }
public virtual void Rebuild(CanvasUpdate executing) { if (executing == CanvasUpdate.Prelayout) { this.UpdateCachedData(); } if (executing == CanvasUpdate.PostLayout) { this.UpdateBounds(); this.UpdateScrollbars(Vector2.zero); this.UpdatePrevData(); this.m_HasRebuiltLayout = true; } }
public override void Rebuild(CanvasUpdate update) { base.Rebuild(update); if (canvasRenderer.cull) { return; } if (update == CanvasUpdate.PreRender) { var mesh = Meshes[FrontMesh]; canvasRenderer.SetMesh(mesh); } }
public override void Rebuild(CanvasUpdate update) { base.Rebuild(update); if (canvasRenderer.cull) { return; } if (update == CanvasUpdate.PreRender) { m_ColorIsDirty = true; UpdateMesh(); m_ColorIsDirty = false; } }
public override void Rebuild(CanvasUpdate update) { if (this == null && enabled && gameObject.activeInHierarchy) { return; } if (_localeParsingRequired) { ParseInputTextAndLocalizeTags(); } base.Rebuild(update); }
public override void Rebuild(CanvasUpdate update) { if (this == null) { return; } if (m_emojiParsingRequired) { ParseInputTextAndEmojiCharSequence(); } base.Rebuild(update); }
public virtual void Rebuild(CanvasUpdate executing) { if (executing == CanvasUpdate.Prelayout) { UpdateCachedData(); } if (executing == CanvasUpdate.PostLayout) { UpdateBounds(); UpdatePrevData(); m_HasRebuiltLayout = true; } }
public virtual void Rebuild(CanvasUpdate executing) { if (executing == null) { this.UpdateCachedData(); } if (executing != 2) { return; } this.UpdateBounds(); this.UpdateScrollbars(Vector2.get_zero()); this.UpdatePrevData(); this.m_HasRebuiltLayout = true; }
public virtual void Rebuild(CanvasUpdate update) { if (!canvasRenderer.cull && update == CanvasUpdate.PreRender) { if (m_VertsDirty) { UpdateGeometry(); m_VertsDirty = false; } if (m_MaterialDirty) { UpdateMaterial(); m_MaterialDirty = false; } } }
public override void Rebuild(CanvasUpdate update) { base.Rebuild(update); if (canvasRenderer.cull) { return; } if (update == CanvasUpdate.PreRender) { UpdateParticles(); if (m_Particle2D == null || !m_Particle2D.isPlaying) { canvasRenderer.SetMesh(null); } } }
public override void Rebuild(CanvasUpdate update) { base.Rebuild(update); if (canvasRenderer.cull) { return; } if (update == CanvasUpdate.PreRender) { UpdateMesh(); } if (allowMultipleCanvasRenderers) { canvasRenderer.Clear(); } }
public void Rebuild(CanvasUpdate executing) { switch (executing) { case CanvasUpdate.Layout: // It's unfortunate that we'll perform the same GetComponents querys for the tree 2 times, // but each tree have to be fully iterated before going to the next action, // so reusing the results would entail storing results in a Dictionary or similar, // which is probably a bigger overhead than performing GetComponents multiple times. PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputHorizontal()); PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutHorizontal()); PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputVertical()); PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutVertical()); break; } }
public void OnRebuild(CanvasUpdate update) { if (mpb == null) { return; } foreach (var r in rendererArray) { r.GetPropertyBlock(mpb); { mpb.SetVector(SummonPosition, new Vector4(ranges[0].position.x, ranges[1].position.x, 0, 0)); } r.SetPropertyBlock(mpb); } }
public virtual void Rebuild(CanvasUpdate executing) { // if (executing == CanvasUpdate.Prelayout) // { // //UpdateCachedData(); // } // if (executing == CanvasUpdate.PostLayout) // { // UpdateBounds(false); // UpdateScrollbars(Vector2.zero); // UpdatePrevData(); // m_HasRebuiltLayout = true; // } }
void ICanvasElement.Rebuild(CanvasUpdate executing) { switch (executing) { case CanvasUpdate.Layout: // It's unfortunate that we'll perform the same GetComponents querys for the tree 2 times, // but each tree have to be fully iterated before going to the next action, // so reusing the results would entail storing results in a Dictionary or similar, // which is probably a bigger overhead than performing GetComponents multiple times. PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputHorizontal()); PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutHorizontal()); PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputVertical()); PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutVertical()); break; } }
//具体重建过程,当Canvas调用重建时执行 public void Rebuild(CanvasUpdate executing) { switch (executing) { case CanvasUpdate.Layout: //ILayoutElement: LayoutElement Text LayoutGroup ScrollRect //ILayoutController: LayoutGroup AspectRatioFitter ContentSizeFitter //PerformLayoutCalculation 迭代带有 ILayoutGroup 的子节点 //PerformLayoutControl 迭代带有 ILayoutSelfController 的子节点 PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputHorizontal()); PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutHorizontal()); PerformLayoutCalculation(m_ToRebuild, e => (e as ILayoutElement).CalculateLayoutInputVertical()); PerformLayoutControl(m_ToRebuild, e => (e as ILayoutController).SetLayoutVertical()); break; } }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (this == null) return; if (update == CanvasUpdate.PreRender) { OnPreRenderCanvas(); m_verticesAlreadyDirty = false; m_layoutAlreadyDirty = false; if (!m_isMaterialDirty) return; UpdateMaterial(); m_isMaterialDirty = false; } }
public void Rebuild(CanvasUpdate executing) { if (executing != CanvasUpdate.PreRender) { return; } isCurrentEmpty = false; if (mData == null || mData.Count == 0) { return; } VertexHelper vh = Tools.vertexHelper; vh.Clear(); Sprite s = null; ISpriteData sd; for (int i = 0; i < mData.Count; ++i) { s = (sd = mData[i]).sprite.Get(); if (s == null) { sd.renderer = false; isCurrentEmpty = true; continue; } sd.renderer = true; var uv = UnityEngine.Sprites.DataUtility.GetOuterUV(s); sd.Gen(vh, uv); } if (s == null) { return; } Mesh workerMesh = SymbolText.WorkerMesh; vh.FillMesh(workerMesh); canvasRenderer.SetMesh(workerMesh); canvasRenderer.SetTexture(s.texture); }
/// <summary> /// /// <para> /// Rebuilds the graphic geometry and its material on the PreRender cycle. /// </para> /// /// </summary> /// <param name="update">The current step of the rendering CanvasUpdate cycle.</param> public virtual void Rebuild(CanvasUpdate update) { if (this.canvasRenderer.cull || update != CanvasUpdate.PreRender) { return; } if (this.m_VertsDirty) { this.UpdateGeometry(); this.m_VertsDirty = false; } if (!this.m_MaterialDirty) { return; } this.UpdateMaterial(); this.m_MaterialDirty = false; }
private static int Rebuild(IntPtr L) { int result; try { ToLua.CheckArgsCount(L, 2); Toggle toggle = (Toggle)ToLua.CheckObject(L, 1, typeof(Toggle)); CanvasUpdate executing = (CanvasUpdate)((int)ToLua.CheckObject(L, 2, typeof(CanvasUpdate))); toggle.Rebuild(executing); result = 0; } catch (Exception e) { result = LuaDLL.toluaL_exception(L, e, null); } return(result); }
private static int Rebuild(IntPtr L) { int result; try { ToLua.CheckArgsCount(L, 2); InputField inputField = (InputField)ToLua.CheckObject(L, 1, typeof(InputField)); CanvasUpdate update = (CanvasUpdate)((int)ToLua.CheckObject(L, 2, typeof(CanvasUpdate))); inputField.Rebuild(update); result = 0; } catch (Exception e) { result = LuaDLL.toluaL_exception(L, e, null); } return(result); }
public virtual void Rebuild(CanvasUpdate update) { switch (update) { case CanvasUpdate.PreRender: if (m_VertsDirty) { UpdateGeometry(); m_VertsDirty = false; } if (m_MaterialDirty) { UpdateMaterial(); m_MaterialDirty = false; } break; } }
public override void Rebuild(CanvasUpdate update) { if (canvasRenderer.cull) { return; } //Debug.Log("Rebuild"); #if UNITY_EDITOR if (Application.isEditor) { Skeleton.UpdateWorldTransform(); } #endif if (update == CanvasUpdate.PreRender) { UpdateMesh(); } }
public void Rebuild(CanvasUpdate executing) { if (executing != CanvasUpdate.PreRender) { return; } if (mData == null) { return; } if (frameIndex < 0) { frameIndex = 0; } ISprite si = cartoon.frames[frameIndex].sprite; Sprite s = si.Get(); if (s == null) { currentIsEmpty = true; return; } currentIsEmpty = false; var uv = UnityEngine.Sprites.DataUtility.GetOuterUV(s); VertexHelper vh = Tools.vertexHelper; vh.Clear(); for (int i = 0; i < mData.Count; ++i) { mData[i].Gen(vh, uv); } Mesh workerMesh = SymbolText.WorkerMesh; vh.FillMesh(workerMesh); canvasRenderer.SetMesh(workerMesh); canvasRenderer.SetTexture(s.texture); }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (this == null) { return; } if (update == CanvasUpdate.Prelayout) { if (m_autoSizeTextContainer) { CalculateLayoutInputHorizontal(); if (m_textContainer.isDefaultWidth) { m_textContainer.width = m_preferredWidth; } CalculateLayoutInputVertical(); if (m_textContainer.isDefaultHeight) { m_textContainer.height = m_preferredHeight; } } } else if (update == CanvasUpdate.PreRender) { this.OnPreRenderObject(); m_verticesAlreadyDirty = false; m_layoutAlreadyDirty = false; if (!m_isMaterialDirty) { return; } UpdateMaterial(); m_isMaterialDirty = false; } }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (update == CanvasUpdate.PreRender) { OnPreRenderCanvas(); m_verticesAlreadyDirty = false; m_layoutAlreadyDirty = false; //if (m_isPivotDirty) // UpdateSubObjectPivot(); if (!m_isMaterialDirty) { return; } UpdateMaterial(); m_isMaterialDirty = false; } }
public override void Rebuild (CanvasUpdate update) { base.Rebuild (update); }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (update == CanvasUpdate.PreRender) { if (!m_materialDirty) return; UpdateMaterial(); m_materialDirty = false; } }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (this == null) return; if (update == CanvasUpdate.Prelayout) { if (m_autoSizeTextContainer) { CalculateLayoutInputHorizontal(); if (m_textContainer.isDefaultWidth) { m_textContainer.width = m_preferredWidth; } CalculateLayoutInputVertical(); if (m_textContainer.isDefaultHeight) { m_textContainer.height = m_preferredHeight; } } } else if (update == CanvasUpdate.PreRender) { this.OnPreRenderObject(); m_verticesAlreadyDirty = false; m_layoutAlreadyDirty = false; if (!m_isMaterialDirty) return; UpdateMaterial(); m_isMaterialDirty = false; } }
public void Rebuild(CanvasUpdate executing) { if (this.root != null) this.root.Rebuild(); }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (update == CanvasUpdate.PreRender) { OnPreRenderCanvas(); m_verticesAlreadyDirty = false; m_layoutAlreadyDirty = false; //if (m_isPivotDirty) // UpdateSubObjectPivot(); if (!m_isMaterialDirty) return; UpdateMaterial(); m_isMaterialDirty = false; } }
/// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { //Debug.Log("Rebuilding text object."); if (update == CanvasUpdate.Prelayout) { if (m_autoSizeTextContainer) { CalculateLayoutInputHorizontal(); if (m_textContainer.isDefaultWidth) { m_textContainer.width = m_preferredWidth; } CalculateLayoutInputVertical(); if (m_textContainer.isDefaultHeight) { m_textContainer.height = m_preferredHeight; } } //Debug.Log("Pre-Layout Phase."); } if (update == CanvasUpdate.PreRender) { this.OnPreRenderObject(); m_verticesDirty = false; m_layoutDirty = false; } }
public override void Rebuild (CanvasUpdate update) { base.Rebuild(update); if (canvasRenderer.cull) return; if (update == CanvasUpdate.PreRender) UpdateMesh(); }
//public override void SetMaterialDirty() //{ // Debug.Log("SetMaterialDirty()"); // if (!this.IsActive()) // return; // //base.SetMaterialDirty(); //} /// <summary> /// /// </summary> /// <param name="update"></param> public override void Rebuild(CanvasUpdate update) { if (update == CanvasUpdate.PreRender) { OnPreRenderCanvas(); m_verticesAlreadyDirty = false; m_layoutAlreadyDirty = false; } }
public void Rebuild(CanvasUpdate executing) { Debug.Log("Rebuild"); }
/// <summary> /// <para>See ICanvasElement.Rebuild.</para> /// </summary> /// <param name="executing"></param> public void Rebuild(CanvasUpdate executing) { if (executing != CanvasUpdate.Layout) return; this.PerformLayoutCalculation(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutElement).CalculateLayoutInputHorizontal())); this.PerformLayoutControl(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutController).SetLayoutHorizontal())); this.PerformLayoutCalculation(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutElement).CalculateLayoutInputVertical())); this.PerformLayoutControl(this.m_ToRebuild, (UnityAction<Component>) (e => (e as ILayoutController).SetLayoutVertical())); }
public virtual void Rebuild(CanvasUpdate executing) { if (executing == CanvasUpdate.Prelayout) { //this.UpdateCachedData(); } if (executing == CanvasUpdate.PostLayout) { this.UpdateBounds(); this.UpdatePrevData(); this.m_HasRebuiltLayout = true; } }
public virtual void Rebuild(CanvasUpdate update) { if (canvasRenderer.cull) return; switch (update) { case CanvasUpdate.PreRender: if (m_VertsDirty) { UpdateGeometry(); m_VertsDirty = false; } if (m_MaterialDirty) { UpdateMaterial(); m_MaterialDirty = false; } break; } }
/// <summary> /// <para>Rebuilds the graphic geometry and its material on the PreRender cycle.</para> /// </summary> /// <param name="update">The current step of the rendering CanvasUpdate cycle.</param> public virtual void Rebuild(CanvasUpdate update) { if (this.canvasRenderer.cull || update != CanvasUpdate.PreRender) return; if (this.m_VertsDirty) { this.UpdateGeometry(); this.m_VertsDirty = false; } if (!this.m_MaterialDirty) return; this.UpdateMaterial(); this.m_MaterialDirty = false; }