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Add synchronous CloseImmediate() functions to IProgressIndicator #10323
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Add synchronous CloseImmediate() functions to IProgressIndicator #10323
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Some UI in our application cannot be easily deactivated asynchronously. In particular, we determine the visibility of a child window based on if there are any active `GameObject` children. We've added a synchronous `CloseImmediate()` function to turn the `GameObject off immediately and set the appropriate state.
Assets/MRTK/SDK/Features/UX/Scripts/ProgressIndicators/ProgressIndicatorObjectDisplay.cs
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Assets/MRTK/SDK/Features/UX/Scripts/ProgressIndicators/ProgressIndicatorLoadingBar.cs
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Assets/MRTK/SDK/Features/UX/Scripts/ProgressIndicators/ProgressIndicatorOrbsRotator.cs
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/azp run |
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Azure Pipelines successfully started running 2 pipeline(s). |
…RealityToolkit-Unity into jonathoncobb/progress-indicator-close
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/azp run |
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Azure Pipelines successfully started running 2 pipeline(s). |
| /// <summary> | ||
| /// Closes the progress indicator immediately. No fade out animation. All gameObjects for the progress indicator are reset to the correct values. | ||
| /// </summary> | ||
| void CloseImmediate(); |
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Changing the interface will be a breaking change. Do we feel okay with that for this scenario?
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I think it's fine for this scenario. This component doesn't have a very large scope and it should be easy to implement for users.
Overview
Some UI in our application cannot be easily deactivated asynchronously. In particular, we determine the visibility of a child window based on if there are any active
GameObjectchildren.Changes
We've added a synchronous
CloseImmediate()function to turn the `GameObject off immediately and set the appropriate state.