示例#1
0
 protected override void OnValidate()
 {
     base.OnValidate();
     if ((PrefabUtility.GetPrefabType(this) != PrefabType.Prefab) && !Application.isPlaying)
     {
         CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
     }
 }
 protected void SetDirtyCaching()
 {
     if (this.IsActive())
     {
         CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
         LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);
     }
 }
示例#3
0
        protected override void OnValidate()
        {
            base.OnValidate();

            if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#4
0
 protected override void OnValidate()
 {
     base.OnValidate();
     if (PrefabUtility.GetPrefabType((UnityEngine.Object) this) == PrefabType.Prefab || Application.isPlaying)
     {
         return;
     }
     CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild((ICanvasElement)this);
 }
示例#5
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        protected override void OnValidate()
        {
            base.OnValidate();
            Set(m_IsOn, false);
            PlayEffect(toggleTransition == ToggleTransition.None);

            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
            if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
        }
示例#6
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 protected override void OnValidate()
 {
     base.OnValidate();
     this.Set(this.m_IsOn, false);
     this.PlayEffect(this.toggleTransition == ToggleTransition.None);
     if ((PrefabUtility.GetPrefabType(this) != PrefabType.Prefab) && !Application.isPlaying)
     {
         CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
     }
 }
示例#7
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 protected override void OnValidate()
 {
     base.OnValidate();
     this.Set(this.m_IsOn, false);
     this.PlayEffect(this.toggleTransition == Toggle.ToggleTransition.None);
     if (PrefabUtility.GetPrefabType((UnityEngine.Object) this) == PrefabType.Prefab || Application.isPlaying)
     {
         return;
     }
     CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild((ICanvasElement)this);
 }
示例#8
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        /*
         *
         * void UpdateScrollBar()
         * {
         *  Transform transform = this.transform;
         *  m_HorizontalScrollbarRect = m_HorizontalScrollbar == null ? null : m_HorizontalScrollbar.transform as RectTransform;
         *  m_VerticalScrollbarRect = m_VerticalScrollbar == null ? null : m_VerticalScrollbar.transform as RectTransform;
         *
         *   These are true if either the elements are children, or they don't exist at all.
         *  bool viewIsChild = (viewRect.parent == transform);
         *  bool hScrollbarIsChild = (!m_HorizontalScrollbarRect || m_HorizontalScrollbarRect.parent == transform);
         *  bool vScrollbarIsChild = (!m_VerticalScrollbarRect || m_VerticalScrollbarRect.parent == transform);
         *  bool allAreChildren = (viewIsChild && hScrollbarIsChild && vScrollbarIsChild);
         *
         *  m_HSliderExpand = allAreChildren && m_HorizontalScrollbarRect && horizontalScrollbarVisibility == ScrollbarVisibility.AutoHideAndExpandViewport;
         *  m_VSliderExpand = allAreChildren && m_VerticalScrollbarRect && verticalScrollbarVisibility == ScrollbarVisibility.AutoHideAndExpandViewport;
         *  m_HSliderHeight = (m_HorizontalScrollbarRect == null ? 0 : m_HorizontalScrollbarRect.rect.height);
         *  m_VSliderWidth = (m_VerticalScrollbarRect == null ? 0 : m_VerticalScrollbarRect.rect.width);
         * }
         */

        #region UpdateScrollbars
        //private void UpdateScrollbars(Vector2 offset)
        //{
        //    if (m_HorizontalScrollbar)
        //    {
        //        if (m_ContentBounds.size.x > 0)
        //            m_HorizontalScrollbar.size = Mathf.Clamp01((m_ViewBounds.size.x - Mathf.Abs(offset.x)) / m_ContentBounds.size.x);
        //        else
        //            m_HorizontalScrollbar.size = 1;

        //        m_HorizontalScrollbar.value = horizontalNormalizedPosition;
        //    }

        //    if (m_VerticalScrollbar)
        //    {
        //        if (m_ContentBounds.size.y > 0)
        //            m_VerticalScrollbar.size = Mathf.Clamp01((m_ViewBounds.size.y - Mathf.Abs(offset.y)) / m_ContentBounds.size.y);
        //        else
        //            m_VerticalScrollbar.size = 1;

        //        m_VerticalScrollbar.value = verticalNormalizedPosition;
        //    }
        //}
        #endregion
        #endregion
        protected override void OnEnable()
        {
            base.OnEnable();

            //if (m_HorizontalScrollbar)
            //    m_HorizontalScrollbar.onValueChanged.AddListener(SetHorizontalNormalizedPosition);
            //if (m_VerticalScrollbar)
            //    m_VerticalScrollbar.onValueChanged.AddListener(SetVerticalNormalizedPosition);

            CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
        }
示例#9
0
 protected override void OnEnable()
 {
     base.OnEnable();
     if (this.m_HorizontalScrollbar)
     {
         this.m_HorizontalScrollbar.onValueChanged.AddListener(new UnityAction <float>(this.SetHorizontalNormalizedPosition));
     }
     if (this.m_VerticalScrollbar)
     {
         this.m_VerticalScrollbar.onValueChanged.AddListener(new UnityAction <float>(this.SetVerticalNormalizedPosition));
     }
     CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
 }
示例#10
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 protected virtual void OnEnable()
 {
     base.OnEnable();
     if (Object.op_Implicit((Object)this.m_HorizontalScrollbar))
     {
         // ISSUE: method pointer
         ((UnityEvent <float>) this.m_HorizontalScrollbar.get_onValueChanged()).AddListener(new UnityAction <float>((object)this, __methodptr(SetHorizontalNormalizedPosition)));
     }
     if (Object.op_Implicit((Object)this.m_VerticalScrollbar))
     {
         // ISSUE: method pointer
         ((UnityEvent <float>) this.m_VerticalScrollbar.get_onValueChanged()).AddListener(new UnityAction <float>((object)this, __methodptr(SetVerticalNormalizedPosition)));
     }
     CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild((ICanvasElement)this);
 }
示例#11
0
        protected override void OnValidate()
        {
            base.OnValidate();
            Set(m_IsOn, false);
            PlayEffect(toggleTransition == ToggleTransition.None);

#pragma warning disable CS0618 // Type or member is obsolete
            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
#pragma warning restore CS0618 // Type or member is obsolete
#pragma warning disable CS0618 // Type or member is obsolete
            if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
#pragma warning restore CS0618 // Type or member is obsolete
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#12
0
 protected override void OnValidate()
 {
     base.OnValidate();
     this.m_Size = Mathf.Clamp01(this.m_Size);
     if (this.IsActive())
     {
         this.UpdateCachedReferences();
         this.Set(this.m_Value, false);
         this.UpdateVisuals();
     }
     if (PrefabUtility.GetPrefabType((UnityEngine.Object) this) == PrefabType.Prefab || Application.isPlaying)
     {
         return;
     }
     CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild((ICanvasElement)this);
 }
示例#13
0
        protected override void OnValidate()
        {
            base.OnValidate();

            size = size;

            UpdateCachedReferences();
            Set(m_Value, false);
            // Update rects since other things might affect them even if value didn't change.
            UpdateVisuals();
            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);

            if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#14
0
        protected override void OnValidate()
        {
            base.OnValidate();
            this.m_Size = Mathf.Clamp01(this.m_Size);
            if (this.IsActive())
            {
                this.UpdateCachedReferences();
                this.Set(this.m_Value, false);
                this.UpdateVisuals();
            }
            PrefabType prefabType = PrefabUtility.GetPrefabType(this);

            if (prefabType != PrefabType.Prefab && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#15
0
        protected override void OnValidate()
        {
            base.OnValidate();

            if (wholeNumbers)
            {
                m_MinValue = Mathf.Round(m_MinValue);
                m_MaxValue = Mathf.Round(m_MaxValue);
            }
            UpdateCachedReferences();

            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);

            if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#16
0
 protected override void OnValidate()
 {
     base.OnValidate();
     if (this.wholeNumbers)
     {
         this.m_MinValue = Mathf.Round(this.m_MinValue);
         this.m_MaxValue = Mathf.Round(this.m_MaxValue);
     }
     if (this.IsActive())
     {
         this.UpdateCachedReferences();
         this.Set(this.m_Value, false);
         this.UpdateVisuals();
     }
     if ((PrefabUtility.GetPrefabType(this) != PrefabType.Prefab) && !Application.isPlaying)
     {
         CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
     }
 }
示例#17
0
        protected override void OnValidate()
        {
            base.OnValidate();

            m_Size = Mathf.Clamp01(m_Size);

            //This can be invoked before OnEnabled is called. So we shouldn't be accessing other objects, before OnEnable is called.
            if (IsActive())
            {
                UpdateCachedReferences();
                Set(m_Value, false);
                // Update rects since other things might affect them even if value didn't change.
                UpdateVisuals();
            }

            if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#18
0
        protected override void OnValidate()
        {
            base.OnValidate();

            if (wholeNumbers)
            {
                m_MinValue = Mathf.Round(m_MinValue);
                m_MaxValue = Mathf.Round(m_MaxValue);
            }
            UpdateCachedReferences();
            SetX(m_ValueX, false);
            SetY(m_ValueY, false);
            // Update rects since other things might affect them even if value didn't change.
            UpdateVisuals();

            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);

            if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#19
0
        protected override void OnValidate()
        {
            base.OnValidate();

            if (wholeNumbers)
            {
                m_MinValue = Mathf.Round(m_MinValue);
                m_MaxValue = Mathf.Round(m_MaxValue);
            }

            //Onvalidate is called before OnEnabled. We need to make sure not to touch any other objects before OnEnable is run.
            if (IsActive())
            {
                UpdateCachedReferences();
                Set(m_Value, false);
                // Update rects since other things might affect them even if value didn't change.
                UpdateVisuals();
            }

            if (Application.isPlaying)
            {
                return;
            }

#if UNITY_2018_3_OR_NEWER
            var prefabType = UnityEditor.PrefabUtility.GetPrefabAssetType(this);
            if (prefabType == UnityEditor.PrefabAssetType.Regular)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
#else
            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
            if (prefabType != UnityEditor.PrefabType.Prefab)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
#endif
        }
示例#20
0
        protected override void OnValidate()
        {
            base.OnValidate();

            if (Application.isPlaying)
            {
                return;
            }

#if UNITY_2018_3_OR_NEWER
            var prefabType = UnityEditor.PrefabUtility.GetPrefabAssetType(this);
            if (prefabType == UnityEditor.PrefabAssetType.Regular)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
#else
            var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
            if (prefabType != UnityEditor.PrefabType.Prefab)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
#endif
        }
示例#21
0
        protected override void OnValidate()
        {
            base.OnValidate();

            if (wholeNumbers)
            {
                m_MinValue = Mathf.Round(m_MinValue);
                m_MaxValue = Mathf.Round(m_MaxValue);
            }

            //Onvalidate is called before OnEnabled. We need to make sure not to touch any other objects before OnEnable is run.
            if (IsActive())
            {
                UpdateCachedReferences();
                // Update rects in next update since other things might affect them even if value didn't change.
                m_DelayedUpdateVisuals = true;
            }

            if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying)
            {
                CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
            }
        }
示例#22
0
 // Token: 0x06002971 RID: 10609 RVA: 0x00459518 File Offset: 0x00457718
 protected override void OnEnable()
 {
     base.OnEnable();
     if (this.m_HorizontalScrollbar)
     {
         this.m_HorizontalScrollbar.onValueChanged.AddListener(new UnityAction <float>(this.SetHorizontalNormalizedPosition));
     }
     if (this.m_VerticalScrollbar)
     {
         this.m_VerticalScrollbar.onValueChanged.AddListener(new UnityAction <float>(this.SetVerticalNormalizedPosition));
     }
     CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
     if (this.bPageMoving)
     {
         this.setCurrentIndex(this.NowPageIndex, true);
         if (this.m_PageMoveHandler != null)
         {
             this.m_PageMoveHandler.EndPageMove();
         }
         this.MoveEndX    = -1f;
         this.bPageMoving = false;
     }
 }