Ejemplo n.º 1
0
        public void Init()
        {
            OnActivated   += new Activated(PageActivatedHandler);
            OnDeActivated += new DeActivated(PageDeActivatedHandler);

            if (rt == null)
            {
                rt = GetComponent <RectTransform>();
            }

            if (AssetBundleRequired)
            {
                //TODO:Maybe extend this to handle missing asset bundles
            }

            rt.sizeDelta = new Vector2(UIB_AspectRatioManager.ScreenWidth, UIB_AspectRatioManager.ScreenHeight);

            //assign the close_button
            //gameobject must be named close_button and be a child of this gameobject
            foreach (UnityEngine.UI.Button b in GetComponentsInChildren <UnityEngine.UI.Button>())
            {
                if (b.gameObject.name.Equals("close_button"))
                {
                    close_button = b;
                }
            }

            if (close_button != null)
            {
                close_button.onClick.AddListener(DeActivate);
            }
            else
            {
                //Debug.LogWarning(gameObject.name + ": You need to create a button named \"close_button\" as a child of this gameobject, otherwise the screen will never be closed");
            }

            #region Views
            //TODO: Someday i'll re-make the view system


            #endregion
            page_Canvas = gameObject.GetComponent <Canvas>();
            if (page_Canvas == null)
            {
                Debug.LogWarning("no canvas on this object " + name);
            }
            else
            {
                page_Canvas.enabled = false;
            }
        }
Ejemplo n.º 2
0
        //TODO: Comment the heck out of this
        public void Init()
        {
            //Set page to handle swipe input
            UIB_InputManager.SwipeDelegate += SwipeHandler;
            if (PagesOnScreen == null)
            {
                PagesOnScreen = new List <Transform>();
            }

            //Register for onactivated and on deactivated handlers
            OnActivated   += new Activated(PageActivatedHandler);
            OnDeActivated += new DeActivated(PageDeActivatedHandler);

            //Set rect transform
            if (rt == null)
            {
                rt = GetComponent <RectTransform>();
            }

            if (AssetBundleRequired)
            {
                //TODO:Maybe extend this to handle missing asset bundles
            }

            //Set size of transform
            if (resolution == null)
            {
                resolution = Resources.Load("ScriptableObjects/ResolutionAsset") as Resolution;
            }

            rt.sizeDelta = new Vector2(resolution.Width, resolution.Height);

            #region Views
            //TODO: Someday i'll re-make the view system

            #endregion
            //Ensure object contains a canvas
            page_Canvas = gameObject.GetComponent <Canvas>();
            if (page_Canvas == null)
            {
                Debug.LogWarning("no canvas on this object " + name);
            }
            else
            {
                page_Canvas.enabled = true; //activate the canvas
            }
        }
 protected virtual void OnDisable()
 {
     DeActivated?.Invoke();
 }