Updated Curly UI to wait until end of the frame to recalculate positions
Also updated Editor script to work in 2022 Resolves: - https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/409pull/413/head
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@ -68,7 +68,12 @@ namespace UnityEngine.UI.Extensions
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Handles.color = Color.gray;
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EditorGUI.BeginChangeCheck();
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#if UNITY_2022_1_OR_NEWER
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Vector3 newCornerPos = Handles.FreeMoveHandle(script.transform.TransformPoint(cornerPos), HandleUtility.GetHandleSize(script.transform.TransformPoint(cornerPos)) / 7, Vector3.one, Handles.SphereHandleCap);
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#else
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Vector3 newCornerPos = Handles.FreeMoveHandle(script.transform.TransformPoint(cornerPos), script.transform.rotation, HandleUtility.GetHandleSize(script.transform.TransformPoint(cornerPos)) / 7, Vector3.one, Handles.SphereHandleCap);
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#endif
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Handles.Label(newCornerPos, string.Format("Corner Mover"));
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newCornerPos = script.transform.InverseTransformPoint(newCornerPos);
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@ -1,6 +1,7 @@
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/// Credit Titinious (https://github.com/Titinious)
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/// Sourced from - https://github.com/Titinious/CurlyUI
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using System.Collections;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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@ -286,6 +287,13 @@ namespace UnityEngine.UI.Extensions
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public void Refresh()
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{
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StartCoroutine(RefreshOnNextFrame());
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}
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public IEnumerator RefreshOnNextFrame()
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{
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yield return new WaitForEndOfFrame();
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ReportSet();
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// we use local position as the true value. Ratio position follows it, so it should be updated when refresh
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