77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
namespace UnityEngine.EventSystems
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{
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/// <summary>
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/// Base behaviour that has protected implementations of Unity lifecycle functions.
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/// </summary>
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public abstract class UIBehaviour : MonoBehaviour
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{
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protected virtual void Awake()
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{}
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protected virtual void OnEnable()
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{}
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protected virtual void Start()
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{}
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protected virtual void OnDisable()
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{}
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protected virtual void OnDestroy()
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{}
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/// <summary>
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/// Returns true if the GameObject and the Component are active.
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/// </summary>
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public virtual bool IsActive()
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{
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return isActiveAndEnabled;
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}
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#if UNITY_EDITOR
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protected virtual void OnValidate()
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{}
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protected virtual void Reset()
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{}
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#endif
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/// <summary>
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/// This callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring.
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/// </summary>
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protected virtual void OnRectTransformDimensionsChange()
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{}
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protected virtual void OnBeforeTransformParentChanged()
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{}
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protected virtual void OnTransformParentChanged()
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{}
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protected virtual void OnDidApplyAnimationProperties()
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{}
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protected virtual void OnCanvasGroupChanged()
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{}
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/// <summary>
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/// Called when the state of the parent Canvas is changed.
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/// </summary>
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protected virtual void OnCanvasHierarchyChanged()
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{}
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/// <summary>
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/// Returns true if the native representation of the behaviour has been destroyed.
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/// </summary>
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/// <remarks>
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/// When a parent canvas is either enabled, disabled or a nested canvas's OverrideSorting is changed this function is called. You can for example use this to modify objects below a canvas that may depend on a parent canvas - for example, if a canvas is disabled you may want to halt some processing of a UI element.
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/// </remarks>
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public bool IsDestroyed()
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{
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// Workaround for Unity native side of the object
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// having been destroyed but accessing via interface
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// won't call the overloaded ==
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return this == null;
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}
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}
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}
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