void LoadTreasureChestsToggleOptions() { // Get map UI options GameOptions.Instance.mapUIOpt.toggleTreasureChests = PlayerPrefs.GetInt("MapUIShowTreasureChests", 0); // default 0 - disable "always show heroes names" toggle // Get toggle TextToggle textToggle = MapOptions.transform.Find("ToggleTreasureChests").GetComponent <TextToggle>(); // verify if it was enabled before if (GameOptions.Instance.mapUIOpt.toggleTreasureChests == 0) { // disable toggle textToggle.selected = false; textToggle.SetNormalStatus(); // hide cities names MapManager.Instance.SetTreasureChestsVisible(false); } else { // enable toggle textToggle.selected = true; textToggle.SetPressedStatus(); // always show city names MapManager.Instance.SetTreasureChestsVisible(true); } }
public PlaceholderPageViewModel() { EffectOn.Value = true; ColorToggle.Subscribe(x => { PlaceColor.Value = x ? Color.Silver : Color.Red; }); TextToggle.Subscribe(x => { PlaceText.Value = x ? "Placeholder Text" : "Placeholder Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text Text End"; }); ColorToggle.Value = true; TextToggle.Value = true; ChangeTextCommand.Subscribe(_ => { if (string.IsNullOrEmpty(EditText.Value)) { EditText.Value = "Abcdef"; } else { EditText.Value = ""; } }); }
void DeleteSaveUI(TextToggle selectedToggle) { // remove current toggle Destroy(selectedToggle.gameObject); // select other save on next frame if there is any present StartCoroutine(savesMenu.SelectLastestSave()); }
void LoadPlayerIncomeToggleOptions() { // Get map UI options GameOptions.Instance.mapUIOpt.togglePlayerIncome = PlayerPrefs.GetInt("MapUIShowPlayerIncome", 0); // default 0 - disable "always show heroes names" toggle // Get toggle TextToggle textToggle = MapOptions.transform.Find("TogglePlayerIncome").GetComponent <TextToggle>(); // verify if it was enabled before if (GameOptions.Instance.mapUIOpt.togglePlayerIncome == 0) { // disable toggle textToggle.selected = false; textToggle.SetNormalStatus(); // hide player income SetPlayerIncomeVisible(false); } else { // enable toggle textToggle.selected = true; textToggle.SetPressedStatus(); // show player income SetPlayerIncomeVisible(true); } }
public void SetActive(ColorsConfig colorsConfig, UnityAction SaveEvent, UnityAction CancelEvent) { // remove possible previous listeners attached to this button saveButton.OnClick.RemoveAllListeners(); // setup our listener saveButton.OnClick.AddListener(SaveEvent); saveButton.OnClick.AddListener(Close); // same for Cancel button cancelButton.OnClick.RemoveAllListeners(); cancelButton.OnClick.AddListener(CancelEvent); cancelButton.OnClick.AddListener(Close); // loop through all colors in config foreach (Color color in colorsConfig.colors) { // create color toggle TextToggle colorToggle = Instantiate(colorToggleTemplate.gameObject, colorsToggleGroup.transform).GetComponent <TextToggle>(); // set color toggle group colorToggle.toggleGroup = colorsToggleGroup; // activate toggle colorToggle.gameObject.SetActive(true); // set color colorToggle.GetComponentInChildren <RawImage>().color = color; } // preselect first toggle by simulating mouse click on it colorsToggleGroup.GetComponentsInChildren <TextToggle>()[0].ActOnLeftMouseClick(); // activate this menu gameObject.SetActive(true); }
public void DeselectToggle() { selectedToggle.TurnOff(); // clean up selectedToggle selectedToggle = null; // trigger regiestered functions OnToggleTurnOff.Invoke(); }
public void DeleteSave() { Debug.Log("Delete save"); // querry toggle group for currently selected toggle selectedToggle = savesMenu.GetComponent <TextToggleGroup>().GetSelectedToggle(); // verify if there is any toggle selected now if (selectedToggle == null) { // no any save available // show error message string errMsg = "Error: no any save."; NotificationPopUp.Instance().DisplayMessage(errMsg); } else { // toggle is selected // get file name from selected save string fileName = selectedToggle.GetComponent <Save>().SaveName; // verify if file name is set if (fileName == "") { // file name is empty string errMsg = "Error: file name is empty."; NotificationPopUp.Instance().DisplayMessage(errMsg); } else { // construct full file name fullFilePath = ConfigManager.Instance.GameSaveConfig.GetSaveFullNameByFileName(fileName); // Application.persistentDataPath + "/" + fileName + fileExtension; Debug.Log("File name is " + fullFilePath + ""); // verify if file exists if (File.Exists(fullFilePath)) { // file exists // Ask user whether he wants to delete save ConfirmationPopUp confirmationPopUp = ConfirmationPopUp.Instance(); // set actions UnityAction YesAction = new UnityAction(OnDeleteSaveYesConfirmation); UnityAction NoAction = new UnityAction(OnDeleteSaveNoConfirmation); // set message string confirmationMessage = "Do you want to delete '" + selectedToggle.name + "' save?"; // send actions to Confirmation popup, so he knows how to react on no and yes btn presses confirmationPopUp.Choice(confirmationMessage, YesAction, NoAction); } else { // display error message string errMsg = "Error: [" + fullFilePath + "] file not found. Please try to exit 'Load' menu and open it again."; NotificationPopUp.Instance().DisplayMessage(errMsg); // remove UI element Destroy(selectedToggle.gameObject); } } } }
void SetSelectedSave(TextToggle saveToggle) { //// verify if we already have any save selected //if (selectedSave != null) //{ // // deleselect prevoius save // DeselectSave(); //} // select new save SelectSave(saveToggle.GetComponent <Save>()); }
// 新建一个大任务 public TextToggle CreateTask(string text, bool ison = false, bool isclose = false) { TextToggle textToggle = new TextToggle(text, ison, isclose); textToggle.UpdateToggleList(); MyList.Children.Add(textToggle); // 添加到主列表中 allTask.Add(textToggle); // 添加到集合中统一管理 textToggle.onSelect += OnSelectTextToggle; return(textToggle); }
public void SetSelectedToggle(TextToggle toggle) { // verify if we already have any toggle selected if (selectedToggle != null) { // deleselect prevoius toggle DeselectToggle(); } // select new toggle SelectToggle(toggle); // trigger regiestered functions OnToggleTurnOn.Invoke(toggle); }
void SetUniqueAbilitiesActive(bool doActivate) { // verify if we need to activate or deactivate abilities list if (doActivate) { // loop through all possible unique abilities configs foreach (UniqueAbilityConfig uniqueAbilityConfig in ConfigManager.Instance.UniqueAbilityConfigs) { // verify this ability is applicable only to specific factions if (uniqueAbilityConfig.doLimitUsageByFaction) { // verify if that ability is allowed for this Faction if (Array.Exists(uniqueAbilityConfig.applicableToFactions, element => element == factionSelectionGroup.GetSelectedFaction())) { TextToggle uniqueAbilityToggle = CreateNewAbilityToggle(uniqueAbilityConfig); // adjust text color and toggle color schema to represent Faction-specific ability uniqueAbilityToggle.GetComponent <Text>().color = factionSpecificAbilityNormalColor; uniqueAbilityToggle.NormalColor = factionSpecificAbilityNormalColor; uniqueAbilityToggle.HighlightedColor = factionSpecificAbilityHighlightedColor; uniqueAbilityToggle.PressedColor = factionSpecificAbilityPressedColor; } } else { CreateNewAbilityToggle(uniqueAbilityConfig); } } // preselect first toggle uniqueAbilitiesToggleGroup.GetComponentsInChildren <TextToggle>()[0].ActOnLeftMouseClick(); } else { // remove all previus abilities RecycleBin.RecycleChildrenOf(uniqueAbilitiesToggleGroup.gameObject); //// loop through all abilities in UI //foreach(Transform t in uniqueAbilitiesToggleGroup.transform) //{ // // move toggle to recycle bin and destroy it (move is required, because actual destroy is being done at the end of the frame, // // but we need to preselect new toggle on reset SetUniqueAbilitiesActive(false/true) // t.SetParent(RecycleBin.Instance.transform); // Debug.Log("Destroy " + t.name); // Destroy(t.gameObject); //} } }
TextToggle CreateNewAbilityToggle(UniqueAbilityConfig uniqueAbilityConfig) { // create toggle in UI TextToggle uniqueAbilityToggle = Instantiate(uniqueAbilityToggleTemplate.gameObject, uniqueAbilitiesToggleGroup.transform).GetComponent <TextToggle>(); // set toggle group uniqueAbilityToggle.toggleGroup = uniqueAbilitiesToggleGroup; // set unique ability name uniqueAbilityToggle.GetComponent <Text>().text = uniqueAbilityConfig.displayName; // Set unique ability description foreach (Text text in uniqueAbilityToggle.GetComponentsInChildren <Text>()) { // verify if we are not getting toggle = we are getting description if (text.gameObject != uniqueAbilityToggle.gameObject) { text.text = uniqueAbilityConfig.description; } } // set unique ability reference uniqueAbilityToggle.GetComponent <UniqueAbilitySelector>().UniqueAbilityConfig = uniqueAbilityConfig; // return reference to the new toggle return(uniqueAbilityToggle); }
public SizeToFitPageViewModel() { EffectOn.Value = false; LabelHeight.Value = 40f; TextToggle.Subscribe(x => { if (!x) { LabelText.Value = "ShortTextEnd"; } else { LabelText.Value = "LongTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextTextEnd"; } }); HeightToggle.Subscribe(x => { if (x) { LabelHeight.Value = 400f; } else { LabelHeight.Value = 40f; } }); WidthToggle.Subscribe(x => { if (x) { LabelWidth.Value = 320f; } else { LabelWidth.Value = 150f; } }); FontToggle.Subscribe(x => { if (x) { FontSize.Value = 28f; } else { FontSize.Value = 14f; } }); ExpandToggle.Subscribe(x => { CanExpand.Value = x; }); ExpandToggle.Value = true; HAlignCommand.Subscribe(_ => { if (TextAlign.Value == TextAlignment.Start) { TextAlign.Value = TextAlignment.Center; } else if (TextAlign.Value == TextAlignment.Center) { TextAlign.Value = TextAlignment.End; } else if (TextAlign.Value == TextAlignment.End) { TextAlign.Value = TextAlignment.Start; } }); VAlignCommand.Subscribe(_ => { if (VTextAlign.Value == TextAlignment.Start) { VTextAlign.Value = TextAlignment.Center; } else if (VTextAlign.Value == TextAlignment.Center) { VTextAlign.Value = TextAlignment.End; } else if (VTextAlign.Value == TextAlignment.End) { VTextAlign.Value = TextAlignment.Start; } }); }
public void RemoveTask(TextToggle item) { allTask.Remove(item); MyList.Children.Remove(item); }
public void Load() { Debug.Log("Load save"); // querry toggle group for currently selected toggle TextToggle selectedToggle = savesMenu.GetComponent <TextToggleGroup>().GetSelectedToggle(); // verify if there is any toggle selected now if (selectedToggle == null) { // no any save available // show error message string errMsg = "Error: no any save."; NotificationPopUp.Instance().DisplayMessage(errMsg); } else { // toggle is selected // get file name from selected save string fileName = selectedToggle.GetComponent <Save>().SaveName; // verify if file name is set if (fileName == "") { // file name is empty string errMsg = "Error: file name is empty."; NotificationPopUp.Instance().DisplayMessage(errMsg); } else { // construct full file name fullFilePath = ConfigManager.Instance.GameSaveConfig.GetSaveFullNameByFileName(fileName); // Application.persistentDataPath + "/" + fileName + fileExtension; //Debug.Log("File name is " + fullFilePath + ""); // verify if file exists if (File.Exists(fullFilePath)) { // file exists // verify if game is already running // check if there is a Chapter in World if (World.Instance.GetComponentInChildren <Chapter>(true) != null) { // game is already running // Ask user whether he wants to load new game ConfirmationPopUp confirmationPopUp = ConfirmationPopUp.Instance(); // set actions UnityAction YesAction = new UnityAction(OnLoadSaveYesConfirmation); UnityAction NoAction = new UnityAction(OnLoadSaveNoConfirmation); // set message string confirmationMessage = "Do you want to terminate current game and load saved game? Not saved progress will be lost."; // send actions to Confirmation popup, so he knows how to react on no and yes btn presses confirmationPopUp.Choice(confirmationMessage, YesAction, NoAction); } else { // game is not running yet // Load game data LoadGameData(); } } else { string errMsg = "Error: [" + fullFilePath + "] file not found. Please verify if file is present on disk drive."; NotificationPopUp.Instance().DisplayMessage(errMsg); } } } }
public void OnSelectTextToggle(TextToggle textToggle) { // 选中焦点盒子 curTextToggle = textToggle; }
void SelectToggle(TextToggle toggle) { // toggle selected toggle selectedToggle = toggle; }