[Need More Tests] Use RuntimeInitializeOnLoadMethod to call Init()#26
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UlyssesWu wants to merge 3 commits intoReal-Serious-Games:masterfrom
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[Need More Tests] Use RuntimeInitializeOnLoadMethod to call Init()#26UlyssesWu wants to merge 3 commits intoReal-Serious-Games:masterfrom
UlyssesWu wants to merge 3 commits intoReal-Serious-Games:masterfrom
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DemoViewModel: TwoWayPropertyBinding (IsActive) on Toggle, ToggleSelfBinding (IsActive) on Text. Text is inactive. You can still activate Text by switching the Toggle, because the ToggleSelfBinding is initialized by |
RoryDungan
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Sep 25, 2018
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This looks pretty good! Will need some time to test it but so far I think it looks like a good change. I'm away from the office right now but will be back next week so we'll see if one of the other guys has time to test it, otherwise I'll take a more in-depth look at it then.
| { | ||
| Init(); | ||
| } | ||
| //protected void Awake() |
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Should just delete this. We try to avoid leaving blocks of commented-out code because it can be confusing to someone else reading the code.
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This PR implements the method mentioned by @MorganMoon at here.
It no longer uses
Awake()for init, the new way is to find and init all bindings before scene loaded:By this way, we can implement
ToggleSelfBindingwhich can toggle active for the gameobject it attached on, even if the gameobject is inactive at startup.I have tested on Unity-Weld-Examples and all demos should still work. However I don't know if this will bring down the performance by traversing all gameojbects in scene. Maybe a performance test is needed .