IEnumerator KSP.UI.UIHoverSlidePanel.MoveToState |
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float |
delay, |
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bool |
newState |
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) |
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inlineprotected |
< hover state may have changed while we waited, in which case we don't need to move at all
< catch up if hover state changed during the transition
virtual void KSP.UI.UIHoverSlidePanel.OnPointerEnter |
( |
PointerEventData |
eventData | ) |
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inlinevirtual |
virtual void KSP.UI.UIHoverSlidePanel.OnPointerExit |
( |
PointerEventData |
eventData | ) |
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inlinevirtual |
void KSP.UI.UIHoverSlidePanel.Reset |
( |
| ) |
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inlineprotected |
void KSP.UI.UIHoverSlidePanel.Start |
( |
| ) |
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inlineprotected |
List<GameObject> KSP.UI.UIHoverSlidePanel.childrenForDeactivate = new List<GameObject>() |
Coroutine KSP.UI.UIHoverSlidePanel.coroutine |
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protected |
bool KSP.UI.UIHoverSlidePanel.locked = false |
Callback<Vector2> KSP.UI.UIHoverSlidePanel.OnUpdatePosition = (Vector2) => { } |
RectTransform KSP.UI.UIHoverSlidePanel.panel |
bool KSP.UI.UIHoverSlidePanel.pointOver = false |
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protected |
Vector2 KSP.UI.UIHoverSlidePanel.positionHovered |
Vector2 KSP.UI.UIHoverSlidePanel.positionNormal |
float KSP.UI.UIHoverSlidePanel.sharpness = 1f |
The documentation for this class was generated from the following file: