animator.Play(hideAnimation.name); if(hideCoroutine!=null) { StopCoroutine(hideCoroutine); } hideCoroutine=_Hide(hideAnimation); StartCoroutine(hideCoroutine); } else { animator.enabled=false; SetChildrenActive(false); } } /// /// Hides object after animation is completed. /// /// //...
Isn't this overkill? I mean, is using statically accessible singletons really that bad? Does this work on AOT platforms such as iOS and WebGL? How is Performance? Can I use .NET framework 4.0 and above? How do I use Unity style Coroutines in normal C# classes? Cheat Sheet Further Hel...
public virtual void Hide() { if (isVisible == false) return; isVisible = false; if (OnHide != null) OnHide(); if (hideAudioClip != null) InventoryUIUtility.AudioPlayOneShot(hideAudioClip); if (hideAnimation != null) { animator.enabled = true; animator.Play(); if (hideCoroutine !=...
Isn't this overkill? I mean, is using statically accessible singletons really that bad? Does this work on AOT platforms such as iOS and WebGL? How is Performance? Can I use .NET framework 4.0 and above? How do I use Unity style Coroutines in normal C# classes? Cheat Sheet Further Hel...
Isn't this overkill? I mean, is using statically accessible singletons really that bad? Does this work on AOT platforms such as iOS and WebGL? How is Performance? Can I use .NET framework 4.0 and above? How do I use Unity style Coroutines in normal C# classes? Cheat Sheet Further Hel...