Beispiel #1
0
    void InstantiateBar(int num)
    {
        if (num < 0 || num >= progressBarPrefabs.Length)
        {
            return;
        }

        currentPrefab = num;

        if (bar != null)
        {
            Destroy(bar.gameObject);
        }

#if UNITY_5_2 || UNITY_5_3 || UNITY_5_4_OR_NEWER
        bar = Instantiate <ProgressBarPro>(progressBarPrefabs[num], prefabParent);
#else
        bar = Instantiate(progressBarPrefabs[num]) as ProgressBarPro;
        bar.transform.SetParent(prefabParent);
#endif
        bar.gameObject.SetActive(false);
        bar.transform.localScale = Vector3.one;
        bar.SetValue(currentValue);
        bar.gameObject.SetActive(true);

        prefabName.text = progressBarPrefabs[currentPrefab].gameObject.name;

        Invoke("EnableBar", 0.01f);
    }
Beispiel #2
0
 private void Start()
 {
     ResetSchematic();
     mainTimerPBP = mainTimerObj.GetComponent <ProgressBarPro>();
     rollTimerPBP = rollTimerObj.GetComponent <ProgressBarPro>();
     lockTimerPBP = lockTimerObj.GetComponent <ProgressBarPro>();
 }
Beispiel #3
0
    void TriggerDetection(ProgressBarPro progressBarPro)
    {
        if (progressBarPro == null)
        {
            return;
        }

        Undo.RecordObject(progressBarPro, "Detected View Components in Children");
        progressBarPro.DetectViewObjects();
        EditorUtility.SetDirty(progressBarPro);
    }
Beispiel #4
0
 private void InstantiateBar(int num)
 {
     if (num < 0 || num >= this.progressBarPrefabs.Length)
     {
         return;
     }
     this.currentPrefab = num;
     if (Object.op_Inequality((Object)this.bar, (Object)null))
     {
         Object.Destroy((Object)((Component)this.bar).get_gameObject());
     }
     this.bar = (ProgressBarPro)Object.Instantiate <ProgressBarPro>((M0)this.progressBarPrefabs[num], this.prefabParent);
     ((Component)this.bar).get_gameObject().SetActive(false);
     ((Component)this.bar).get_transform().set_localScale(Vector3.get_one());
     this.bar.SetValue(this.currentValue, false);
     ((Component)this.bar).get_gameObject().SetActive(true);
     this.prefabName.set_text(((Object)((Component)this.progressBarPrefabs[this.currentPrefab]).get_gameObject()).get_name());
     this.Invoke("EnableBar", 0.01f);
 }
Beispiel #5
0
 void Start()
 {
     totalPercent = 0;
     progressBar  = GetComponentInChildren <ProgressBarPro>();
 }