//zakomentovane,  nebude se asi pouzivat (cisla zatim staci).pokud se odkomentuje, je treba pridat k widgetu sprite pro ikonu ("GadgetIcon").

    /*void SetGadgetsSprites()
     * {
     *      //TODO: zobrazovani itemu muze byt matouci, pokud je obsazeno mene slotu tak se to v gadgetech collapsuje a obsazuji se nejprve prvni, pak druhy, etc (i dyz je v equipu obsazen napr druhy a treti)
     *      //zjisti ktery item je ve kterem slotu.
     *      //GuiHUD.Instance.Gadgets jeste nejsou inicializovene takze to zjistitme z ppi
     *      List<PPIItemData> equipedItems = PPIManager.Instance.GetLocalPPI().EquipList.Items;
     *      for(int i = 0; i < GuiOptions.GadgetButtons.Length; i++)
     *      {
     *              string gName = gadgetDummnyName + (i+1);
     *              CustomControl c = m_Controls.Find(f => f.m_Name == gName);
     *              //E_ItemID itemID = GuiHUD.Instance.Gadgets.Gadgets[i];
     *              PPIItemData itmData = equipedItems.Find(f => f.EquipSlotIdx == i);
     *              E_ItemID itemID = itmData.ID;
     *  GUIBase_Sprite s = GuiBaseUtils.GetChildSprite( c.m_WidgetDummy, "GadgetIcon" );
     *              if(itemID != E_ItemID.None)
     *              {
     *          ItemSettings itmSet = ItemSettingsManager.Instance.Get(itemID);
     *          s.Widget.CopyMaterialSettings(itmSet.HudWidget);
     *                      s.Widget.FadeAlpha	= 1.0f;     //Show
     *              }
     *              else
     *              {
     *                      s.Widget.FadeAlpha	= 0f;       //hide
     *              }
     *      }
     * }*/

    protected override void OnViewHide()
    {
        GuiBaseUtils.RegisterButtonDelegate(m_ScreenLayout, "ResetButton", null, null);
        GuiBaseUtils.RegisterButtonDelegate(m_ScreenLayout, "Back_Button", null, null);

        GuiMenu menu = Owner as GuiMenu;

        if (menu != null)
        {
            menu.SetOverlaysVisible(true);
            menu.SetBackgroundVisibility(true);
        }
    }
Beispiel #2
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    protected override void OnViewHide()
    {
        RegisterButtonDelegate(CLOSE_BUTTON, null, null);

        GuiMenu menu = Owner as GuiMenu;

        if (menu != null)
        {
            menu.SetOverlaysEnabled(true);
            menu.SetBackgroundVisibility(true);
        }

        base.OnViewHide();
    }
Beispiel #3
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    protected override void OnViewShow()
    {
        base.OnViewShow();

        GuiMenu menu = Owner as GuiMenu;

        if (menu != null)
        {
            menu.SetOverlaysEnabled(false);
            menu.SetBackgroundVisibility(false);
        }

        RegisterButtonDelegate(CLOSE_BUTTON, null, (inside) => { Owner.Back(); });
    }
    protected override void OnViewShow()
    {
        GuiMenu menu = Owner as GuiMenu;

        if (menu != null)
        {
            menu.SetBackgroundVisibility(false);
            menu.SetOverlaysVisible(false);
        }

        InitTempPositions();
        //SetGadgetsSprites(); //TODO: nefunguje tak jak bych si predstavoval, doresit logiku

        ShowSchemeSpecificSprites();

        GuiBaseUtils.RegisterButtonDelegate(m_ScreenLayout, "ResetButton", null, ResetButtonDelegate);
        GuiBaseUtils.RegisterButtonDelegate(m_ScreenLayout, "Back_Button", null, ConfirmButtonDelegate);
    }
Beispiel #5
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    protected override void OnViewShow()
    {
        base.OnViewShow();

        GuiMenu menu = Owner as GuiMenu;

        if (menu != null)
        {
            menu.SetOverlaysVisible(false);
            menu.SetBackgroundVisibility(false);
        }

        m_Prize = 0;

        m_SlotMachine.Activate();

        m_ChipsLabel   = GuiBaseUtils.GetControl <GUIBase_Label>(Layout, CHIPS_LABEL);
        m_GoldsLabel   = GuiBaseUtils.GetControl <GUIBase_Label>(Layout, GOLDS_LABEL);
        m_JackpotLabel = GuiBaseUtils.GetControl <GUIBase_Label>(Layout, JACKPOT_LABEL);

        m_CloseButton = GuiBaseUtils.RegisterButtonDelegate(Layout, CLOSE_BUTTON, () => { StartCoroutine(Close_Coroutine()); }, null);

        m_SpinButton = GuiBaseUtils.RegisterButtonDelegate(Layout, SPIN_BUTTON, () => { StartCoroutine(Spin_Coroutine()); }, null);

        m_BuyChipsButton = GuiBaseUtils.RegisterButtonDelegate(Layout, BUYCHIPS_BUTTON, () => { StartCoroutine(BuyChips_Coroutine()); }, null);

        PlayerPersistantInfo ppi = PPIManager.Instance.GetLocalPPI();

        m_CloseButton.IsDisabled = false;

        if (ppi.Chips <= 0)
        {
            StartCoroutine(BuyChips_Coroutine());
        }

        // make sure we have correct value displayed
        Jackpot = m_Jackpot;

        RefreshValues();
        UpdateButtons();
    }
Beispiel #6
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    protected override void OnViewHide()
    {
        StopAllCoroutines();

        // allow update next time
        m_UpdatingJackpot = false;

        GuiBaseUtils.RegisterButtonDelegate(Layout, CLOSE_BUTTON, null, null);
        GuiBaseUtils.RegisterButtonDelegate(Layout, SPIN_BUTTON, null, null);
        GuiBaseUtils.RegisterButtonDelegate(Layout, BUYCHIPS_BUTTON, null, null);

        m_SlotMachine.Deactivate();

        GuiMenu menu = Owner as GuiMenu;

        if (menu != null)
        {
            menu.SetOverlaysVisible(true);
            menu.SetBackgroundVisibility(true);
        }

        base.OnViewHide();
    }