Ejemplo n.º 1
0
    private void OnShowModule(lib.Event e)
    {
        ModuleEventData d = e.Data as ModuleEventData;

        GameVO.Instance.moduleData = d.value;
        if (show != null)
        {
            nextModule = d.name;
            show.GetComponent <UIFade>().FadeOut(nextModule);
            show.GetComponent <UIFade>().AddListener(lib.Event.COMPLETE, OnFadeOut);
            return;
        }
        showModule = d.name;
        switch (d.name)
        {
        case ModuleName.Main:
            mainUI.SetActive(true);
            show = mainUI;
            break;

        case ModuleName.Daily:
            dailyUI.SetActive(true);
            show = dailyUI;
            break;

        case ModuleName.Freedom:
            freedomUI.SetActive(true);
            show = freedomUI;
            break;

        case ModuleName.Game:
            gameUI.SetActive(true);
            show = gameUI;
            break;

        case ModuleName.Result:
            resultUI.SetActive(true);
            show = resultUI;
            break;

        case ModuleName.Setting:
            settingUI.SetActive(true);
            show = settingUI;
            break;
        }
        show.GetComponent <UIFade>().FadeIn(ModuleName.None);
    }
Ejemplo n.º 2
0
		private void OnRaiseEvent(ModuleEventData eventData){
			raised = true;
		}
Ejemplo n.º 3
0
 /**
  * Callback that is called from Computing Engine.
  * If element Id is specified in ModuleEventData instance then only element with matching id is called.
  *
  * @param    eventData : information passed from original event handler (third parameter
  *                       of ModuleEventData instance)
  *
  * @param    element : contains all necessary information about current element (property values,
  *                     last executed time, last error....)
  *
  * @param    elements : all elements. Useful for getting results, errors, states... from other elements or
  *                      executing them dynamically.
  *
  * @return   bool    if true then computing Engine resumes loop to element that proceeds current,
  *                   otherwise loop is not resumed
  */
 public bool CheckInterruptCondition(ModuleEventData eventData, IPlugin element, Hashtable elements)
 {
     element.LastResultBoxed = eventData.Tag;
     element.IsConditionMet  = true;
     return(true);
 }
Ejemplo n.º 4
0
 public bool CheckInterruptCondition(ModuleEventData eventData, IElement element, Hashtable plugins)
 {
     element.LastResultBoxed = eventData.Tag;
     return(true);
 }