Beispiel #1
0
    public void ClearDevice(int i_Index)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            device.Clear();
        }
    }
Beispiel #2
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    public void SetDeviceReady(int i_Index, bool i_Ready)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            device.SetReady(i_Ready);
        }
    }
Beispiel #3
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    public void SetDeviceCaptain(int i_Index, bool i_Captain)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            device.SetCaptain(i_Captain);
        }
    }
Beispiel #4
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    public void SetDeviceState(int i_Index, tnUI_MP_DeviceState i_State)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            device.SetState(i_State);
        }
    }
Beispiel #5
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    public void SetDeviceName(int i_Index, string i_PlayerName)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            device.SetPlayerName(i_PlayerName);
        }
    }
Beispiel #6
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    public void SetDeviceColor(int i_Index, Color i_Color)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            device.SetDeviceColor(i_Color);
        }
    }
Beispiel #7
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    public void SetDeviceSide(int i_Index, tnUI_MP_DeviceSide i_Side, bool i_Immediatly = false)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            device.SetDeviceSide(i_Side, i_Immediatly);
        }
    }
Beispiel #8
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    // LOGIC

    public bool IsDeviceInTransition(int i_Index)
    {
        tnUI_MP_Device device = GetDevice(i_Index);

        if (device != null)
        {
            return(device.isInTransition);
        }

        return(false);
    }
Beispiel #9
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    // MonoBehaviour's interface

    protected override void Awake()
    {
        base.Awake();

        // Create slots.

        int slotCount = Mathf.Max(1, m_SlotCount);

        m_Devices = new tnUI_MP_Device[slotCount];

        if (m_SlotsRoot != null && m_DevicePrefab != null && slotCount > 0)
        {
            //float slotHeight = deviceHeight;
            //float contentHeight = m_SlotsRoot.rect.height;
            //float spacing = (contentHeight - slotHeight * slotCount) / (slotCount - 1);

            for (int slotIndex = 0; slotIndex < slotCount; ++slotIndex)
            {
                tnUI_MP_Device device = Instantiate <tnUI_MP_Device>(m_DevicePrefab);
                device.gameObject.name = "Device_" + slotIndex;
                device.transform.SetParent(m_SlotsRoot, false);

                RectTransform deviceRectTransform = device.GetComponent <RectTransform>();
                if (deviceRectTransform != null)
                {
                    deviceRectTransform.pivot = UIPivot.s_TopCenter;
                    deviceRectTransform.SetAnchor(UIAnchor.s_TopCenter);

                    //float y = slotIndex * (slotHeight + spacing);
                    float y = slotIndex * (deviceHeight + m_Spacing);

                    deviceRectTransform.anchoredPosition = new Vector2(0f, -y);
                }

                m_Devices[slotIndex] = device;
            }
        }
    }