Called when the module is deactivated. Override this if you want custom code to execute when you deactivate your module.
protected override void OnDisable() { if (m_CurrentInputModule != null) { m_CurrentInputModule.DeactivateModule(); m_CurrentInputModule = null; } m_EventSystems.Remove(this); base.OnDisable(); }
protected override void OnDisable() { if (m_CurrentInputModule != null) { m_CurrentInputModule.DeactivateModule(); m_CurrentInputModule = null; } if (current == this) { current = null; } base.OnDisable(); }
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)); } }