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-rw-r--r--Assets/Test/14_InputField/14_InputField.unity886
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/CanvasUpdateRegistry.cs11
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/InputField.cs1
3 files changed, 896 insertions, 2 deletions
diff --git a/Assets/Test/14_InputField/14_InputField.unity b/Assets/Test/14_InputField/14_InputField.unity
index fefbf5b..8572ad3 100644
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+++ b/Assets/Test/14_InputField/14_InputField.unity
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diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/CanvasUpdateRegistry.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/CanvasUpdateRegistry.cs
index 6690060..ad6e8c2 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/CanvasUpdateRegistry.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/CanvasUpdateRegistry.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using UnityEngine.UI.Collections;
+using System.Threading;
namespace UnityEngine.UI
{
@@ -110,12 +111,22 @@ namespace UnityEngine.UI
}
}
+ private void Foo()
+ {
+ GameObject go = GameObject.Find("Canvas");
+ UISystemProfilerApi.AddMarker("MaskableGraphic.cullingChanged", go);
+ Thread.Sleep(100);
+ }
+
private static readonly Comparison<ICanvasElement> s_SortLayoutFunction = SortLayoutList;
// 在渲染canvas之前对canvas下的元素进行rebuild
// 进行 prelayout -> layout -> postlayout -> prerender -> LatePreRender 流程
private void PerformUpdate()
{
UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
+
+ Foo();
+
CleanInvalidItems();
m_PerformingLayoutUpdate = true;
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/InputField.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/InputField.cs
index ed39020..99dbf1a 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/InputField.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/InputField.cs
@@ -1572,6 +1572,7 @@ namespace UnityEngine.UI
UISystemProfilerApi.AddMarker("InputField.value", this);
if (onValueChanged != null)
onValueChanged.Invoke(text);
+
}
/// <summary>