@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.
59 lines • 2.21 kB
JavaScript
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