示例#1
0
        /// <summary>
        ///     Raises <see cref="ICommand.CanExecuteChanged" /> on the UI thread so every
        ///     command invoker can require <see cref="ICommand.CanExecute" /> to check if the
        ///     CompositeCommand can execute.
        /// </summary>
        protected virtual void OnCanExecuteChanged()
        {
#if UNITY3D
            if (_executeMethod != null && _executeMethod.IsAlive && _executeMethod.Target != null)
            {
                //       gameObject.collider.enabled = IsEnabled;
            }
#endif
            if (_canExecuteChangedHandlers == null)
            {
                return;
            }
            _canExecuteChangedHandlers.Raise(false, this, EventArgs.Empty);
        }
示例#2
0
        /// <summary>
        ///     This raises the DelegateCommand.IsActiveChanged event.
        /// </summary>
        protected virtual void OnIsActiveChanged()
        {
#if UNITY3D
            //Debug.Log("OnIsActiveChanged");
            if (_executeMethod != null && _executeMethod.IsAlive && _executeMethod.Target != null)
            {
                if (gameObject != null)
                {
                    gameObject.SetActive(IsActive);
                    //Debug.Log(string.Format("OnIsActiveChanged, IsActive = {0}", IsActive));
                }
            }
#endif
            if (_isActiveChangedHandlers == null)
            {
                return;
            }
            _isActiveChangedHandlers.Raise(false, this, EventArgs.Empty);
        }