163 lines
7.3 KiB
Plaintext
163 lines
7.3 KiB
Plaintext
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m_Name: DropdownSync
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none\r\n \r\n instance_0: %UnityEngineUIDropdown, null\r\n value_0: %SystemInt32,
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null\r\n instance_1: %UnityEngineUIDropdown, null\r\n uiDropdown: %UnityEngineUIDropdown,
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null\r\n dropdownValue: %SystemInt32, null\r\n\r\n.data_end\r\n\r\n.code_start\r\n\r\n
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\ .export _onDeserialization\r\n \r\n _onDeserialization:\r\n \r\n
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\ PUSH, uiDropdown\r\n PUSH, instance_0\r\n COPY\r\n PUSH,
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instance_0\r\n PUSH, dropdownValue\r\n EXTERN, \"UnityEngineUIDropdown.__set_value__SystemInt32__SystemVoid\"\r\n
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\ JUMP, 0xFFFFFFFC\r\n \r\n .export OnValueChanged\r\n \r\n OnValueChanged:\r\n
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\ \r\n PUSH, uiDropdown\r\n PUSH, instance_1\r\n COPY\r\n
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\ PUSH, instance_1\r\n PUSH, dropdownValue\r\n EXTERN, \"UnityEngineUIDropdown.__get_value__SystemInt32\"\r\n
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\ JUMP, 0xFFFFFFFC\r\n \r\n\r\n.code_end\r\n"
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don''t wire this up to Dropdown.SetValue below because Unity UI updates this
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event can have any name we want as long as we make it the same on the UI item
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that triggers it.","layer":0,"elementTypeColor":{"r":0.0,"g":0.0,"b":0.0,"a":0.0}}'
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