Beispiel #1
0
    //----------------------------------Creating Panels
    //runs when a session is started, to choose your profile
    public void OnProfilePhaseEnter()
    {
        //show profile cards
        sessionProfileCanvas.enabled = true;
        List <Profile> tempProfList = ProfileData.ProfileLoadList();

        Profile_UICard[] uiCardArray = new Profile_UICard[tempProfList.Count];
        //creates the profiles under the canvas to be selected by the user
        for (int i = 0; i < tempProfList.Count; i++)
        {
            GameObject     uiCardTemp = (GameObject)Instantiate(profileUICard_Prefab, Vector3.zero, Quaternion.identity);
            Profile_UICard temp       = uiCardTemp.GetComponent <Profile_UICard>();
            temp.InitializeProfileCard(tempProfList[i]);
            uiCardArray[i] = temp;
        }
        SpaceProfiles(uiCardArray);
        AssignProfileNavigation(uiCardArray);

        //swtiches the current state of the profile viewing...
        //will be SessionAdd or View
        if (SessionManager.instance.c_SessionState == SessionManager.SessionStates.ProfileChoose)
        {
            c_ProfileState = ProfileStates.SessionAdd;
        }
        else if (SessionManager.instance.c_SessionState == SessionManager.SessionStates.None)
        {
            c_ProfileState = ProfileStates.View;
            foreach (Profile_UICard disTemp in uiCardArray)
            {
                disTemp.GetComponent <Button> ().enabled = false;
            }
        }
    }
Beispiel #2
0
    //create profile button
    public void OnCreateProfileButton()
    {
        EnableCreationPanel(true);
        createProfileButton.gameObject.SetActive(false);
        viewProfileButton.gameObject.SetActive(false);
        c_ProfileState = ProfileStates.Creation;

        //set active thing to be the name panel
        UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(profileCreationNamePanel);
    }
Beispiel #3
0
 //----------------------------------Buttons
 //back button
 public void BackProfileButtonHit()
 {
     if (c_ProfileState == ProfileStates.View) {
         CloseProfilesPanels ();
         createProfileButton.gameObject.SetActive(true);
         viewProfileButton.gameObject.SetActive(true);
         c_ProfileState = ProfileStates.None;
     }else if(c_ProfileState == ProfileStates.Creation){
         //close the profiles
         CreationCanvas.GetComponent<CreateProfile>().OnCreationEnded();
         Debug.Log ("Creation Ended");
         createProfileButton.gameObject.SetActive(true);
         viewProfileButton.gameObject.SetActive(true);
         c_ProfileState = ProfileStates.None;
     }
     else {
         MenuManager.instance.SwitchMenu (MenuInfo.MenuStates.Main);
     }
 }
Beispiel #4
0
    //----------------------------------Buttons

    //back button
    public void BackProfileButtonHit()
    {
        if (c_ProfileState == ProfileStates.View)
        {
            CloseProfilesPanels();
            createProfileButton.gameObject.SetActive(true);
            viewProfileButton.gameObject.SetActive(true);
            c_ProfileState = ProfileStates.None;
        }
        else if (c_ProfileState == ProfileStates.Creation)
        {
            //close the profiles
            CreationCanvas.GetComponent <CreateProfile>().OnCreationEnded();
            Debug.Log("Creation Ended");
            createProfileButton.gameObject.SetActive(true);
            viewProfileButton.gameObject.SetActive(true);
            c_ProfileState = ProfileStates.None;
        }
        else
        {
            MenuManager.instance.SwitchMenu(MenuInfo.MenuStates.Main);
        }
    }
Beispiel #5
0
    //----------------------------------Creating Panels
    //runs when a session is started, to choose your profile
    public void OnProfilePhaseEnter()
    {
        //show profile cards
        sessionProfileCanvas.enabled = true;
        List<Profile> tempProfList = ProfileData.ProfileLoadList ();
        Profile_UICard[] uiCardArray = new Profile_UICard[tempProfList.Count];
        //creates the profiles under the canvas to be selected by the user
        for (int i = 0; i < tempProfList.Count; i ++){
            GameObject uiCardTemp = (GameObject) Instantiate(profileUICard_Prefab, Vector3.zero, Quaternion.identity);
            Profile_UICard temp = uiCardTemp.GetComponent<Profile_UICard>();
            temp.InitializeProfileCard(tempProfList[i]);
            uiCardArray[i] = temp;
        }
        SpaceProfiles (uiCardArray);
        AssignProfileNavigation (uiCardArray);

        //swtiches the current state of the profile viewing...
        //will be SessionAdd or View
        if (SessionManager.instance.c_SessionState == SessionManager.SessionStates.ProfileChoose) {
            c_ProfileState = ProfileStates.SessionAdd;
        } else if (SessionManager.instance.c_SessionState == SessionManager.SessionStates.None) {
            c_ProfileState = ProfileStates.View;
            foreach (Profile_UICard disTemp in uiCardArray) {
                disTemp.GetComponent<Button> ().enabled = false;
            }
        }
    }
Beispiel #6
0
    //create profile button
    public void OnCreateProfileButton()
    {
        EnableCreationPanel (true);
        createProfileButton.gameObject.SetActive(false);
        viewProfileButton.gameObject.SetActive(false);
        c_ProfileState = ProfileStates.Creation;

        //set active thing to be the name panel
        UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(profileCreationNamePanel);
    }