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@needle-tools/engine

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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.

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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; import { serializable } from "../../engine/engine_serialization_decorator.js"; import { FrameEvent } from "../../engine/engine_setup.js"; import { Behaviour, GameObject } from "../Component.js"; import { BaseUIComponent } from "./BaseUIComponent.js"; /** * @category User Interface * @group Components */ export class CanvasGroup extends Behaviour { get alpha() { return this._alpha; } set alpha(val) { if (val === this._alpha) return; this._alpha = val; this.markDirty(); } get isCanvasGroup() { return true; } _alpha = 1; interactable = true; blocksRaycasts = true; _isDirty = false; markDirty() { if (this._isDirty) return; this._isDirty = true; this.startCoroutine(this.applyChangesDelayed(), FrameEvent.OnBeforeRender); } *applyChangesDelayed() { this._isDirty = false; this.applyChangesNow(); } _buffer = []; applyChangesNow() { this._buffer.length = 0; for (const ch of GameObject.getComponentsInChildren(this.gameObject, BaseUIComponent, this._buffer)) { const hasAlphaFactor = ch; if (hasAlphaFactor.setAlphaFactor) hasAlphaFactor.setAlphaFactor(this._alpha); } } } __decorate([ serializable() ], CanvasGroup.prototype, "alpha", null); __decorate([ serializable() ], CanvasGroup.prototype, "interactable", void 0); __decorate([ serializable() ], CanvasGroup.prototype, "blocksRaycasts", void 0); //# sourceMappingURL=CanvasGroup.js.map