Beispiel #1
0
    private void Player_OnDeath(object sender, System.EventArgs e)
    {
        content.SetActive(true);

        UIStateManager.RegisterUI();

        quitButton.onClick.AddListener(CryQuit);
    }
Beispiel #2
0
    public void OpenUI(IContainer a, IContainer b)
    {
        if (UIStateManager.State == UIState.Free && state == UITransferState.Free)
        {
            UIStateManager.RegisterUI();
            listerA.Clear();
            listerA.Populate(a);
            listerB.Clear();
            listerB.Populate(b);
            content.SetActive(true);
            Time.timeScale = 0.0f;

            State = UITransferState.Busy;
        }
    }
 private void OnStateChangeCallback(object sender, UIMenuStateChangeArgs args)
 {
     if (args.newState == UIMenuState.Hidden && State == UIMenuState.Shown)
     {
         UIStateManager.UnregisterUI();
         content.SetActive(false);
         Time.timeScale = 1.0f;
     }
     else if (args.newState == UIMenuState.Shown && State == UIMenuState.Hidden)
     {
         UIStateManager.RegisterUI();
         content.SetActive(true);
         Time.timeScale = 0.0f;
     }
 }
Beispiel #4
0
    private void Start()
    {
        GameManager.OnMazeGenerationFinished += GameManager_OnMazeGenerationFinished;
        GameManager.OnMazePopulationFinished += GameManager_OnMazePopulationFinished;
        GameManager.OnPlayerCreation         += GameManager_OnPlayerCreation;

        animator                 = GetComponent <Animator>();
        loaderActualizer         = ActualizeLoadingSentence();
        textChanger              = ChangeTextOnTime();
        progressActualizerThread = new System.Threading.Thread(ActualizeProgress);

        StartCoroutine(loaderActualizer);
        StartCoroutine(textChanger);
        progressActualizerThread.Start();

        UIStateManager.RegisterUI();
    }