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-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/Graphic.cs1
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/GraphicRaycaster.cs2
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/ScrollRect.cs11
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Scrollbar.cs7
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs8
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs2
6 files changed, 26 insertions, 5 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/Graphic.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/Graphic.cs
index 845bfc4..21acfb4 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/Graphic.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/Graphic.cs
@@ -154,6 +154,7 @@ namespace UnityEngine.UI
SetAllDirty();
}
+ // 在hierachy里的深度,依次增加
/// <summary>
/// Absolute depth of the graphic, used by rendering and events -- lowest to highest.
/// </summary>
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/GraphicRaycaster.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/GraphicRaycaster.cs
index 2582204..303689a 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/GraphicRaycaster.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/Graphics/GraphicRaycaster.cs
@@ -249,6 +249,7 @@ namespace UnityEngine.UI
}
}
+ //
/// <summary>
/// Perform a raycast into the screen and collect all graphics underneath it.
/// </summary>
@@ -275,6 +276,7 @@ namespace UnityEngine.UI
}
}
+ // 从高到低,所以会以深度优先。越深的越先响应。
s_SortedGraphics.Sort((g1, g2) => g2.depth.CompareTo(g1.depth));
// StringBuilder cast = new StringBuilder();
totalCount = s_SortedGraphics.Count;
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/ScrollRect.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/ScrollRect.cs
index f41fea8..a44bc5c 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/ScrollRect.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/ScrollRect.cs
@@ -9,7 +9,16 @@ namespace UnityEngine.UI
[ExecuteInEditMode]
[DisallowMultipleComponent]
[RequireComponent(typeof(RectTransform))]
- public class ScrollRect : UIBehaviour, IInitializePotentialDragHandler, IBeginDragHandler, IEndDragHandler, IDragHandler, IScrollHandler, ICanvasElement, ILayoutElement, ILayoutGroup
+ public class ScrollRect
+ : UIBehaviour
+ , IInitializePotentialDragHandler
+ , IBeginDragHandler
+ , IEndDragHandler
+ , IDragHandler
+ , IScrollHandler
+ , ICanvasElement
+ , ILayoutElement
+ , ILayoutGroup
{
public enum MovementType
{
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Scrollbar.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Scrollbar.cs
index cbb1605..c280305 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Scrollbar.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Scrollbar.cs
@@ -7,7 +7,12 @@ namespace UnityEngine.UI
{
[AddComponentMenu("UI/Scrollbar", 34)]
[RequireComponent(typeof(RectTransform))]
- public class Scrollbar : Selectable, IBeginDragHandler, IDragHandler, IInitializePotentialDragHandler, ICanvasElement
+ public class Scrollbar
+ : Selectable
+ , IBeginDragHandler
+ , IDragHandler
+ , IInitializePotentialDragHandler
+ , ICanvasElement
{
public enum Direction
{
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs
index 4e80fb3..4aad4e8 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs
@@ -9,7 +9,7 @@ namespace UnityEngine.UI
public class Slider
: Selectable
, IDragHandler
- , IInitializePotentialDragHandler
+ , IInitializePotentialDragHandler // 拖拽之前
, ICanvasElement // 编辑器下才会用到
{
public enum Direction
@@ -100,7 +100,7 @@ namespace UnityEngine.UI
private DrivenRectTransformTracker m_Tracker;
// Size of each step.
- float stepSize { get { return wholeNumbers ? 1 : (maxValue - minValue) * 0.1f; } }
+ float stepSize { get { return wholeNumbers ? 1 : (maxValue - minValue) * 0.1f; } } // 1/10十分之一
protected Slider()
{}
@@ -268,6 +268,8 @@ namespace UnityEngine.UI
// Force-update the slider. Useful if you've changed the properties and want it to update visually.
private void UpdateVisuals()
{
+ LogHelper.Log("UpdateVisuals");
+
#if UNITY_EDITOR
if (!Application.isPlaying)
UpdateCachedReferences();
@@ -352,6 +354,7 @@ namespace UnityEngine.UI
public virtual void OnDrag(PointerEventData eventData)
{
+ LogHelper.Log("OnDrag() " + gameObject.name);
if (!MayDrag(eventData))
return;
UpdateDrag(eventData, eventData.pressEventCamera);
@@ -422,6 +425,7 @@ namespace UnityEngine.UI
return base.FindSelectableOnDown();
}
+ //
public virtual void OnInitializePotentialDrag(PointerEventData eventData)
{
eventData.useDragThreshold = false;
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
index 8dc4c82..f2dc8b9 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
@@ -89,7 +89,7 @@ namespace UnityEngine.UI
onValueChanged.Invoke(m_IsOn);
#endif
}
-
+
public virtual void LayoutComplete()
{}