// Use this for initialization void Start() { if (Selected) { lastSelect = this; } }
public static Tuple <Selectable, SelectUI> SelectSE( this Selectable selectable) { SelectUI selectUI = ((Component)selectable).GetOrAddComponent <SelectUI>(); ObservableExtensions.Subscribe <bool>(Observable.Where <bool>(Observable.TakeUntilDestroy <bool>((IObservable <M0>)ObserveExtensions.ObserveEveryValueChanged <Selectable, bool>((M0)selectable, (Func <M0, M1>)(_ => selectUI.IsSelect && selectable.IsInteractable()), (FrameCountType)0, false), (Component)selectable), (Func <M0, bool>)(sel => sel)), (Action <M0>)(_ => Illusion.Game.Utils.Sound.Play(SystemSE.sel))); return(Tuple.Create <Selectable, SelectUI>(selectable, selectUI)); }
void Awake() { instance = this; GameObject toolBoxPanel = gameObject.transform.GetChild(0).gameObject; toolBoxPanel.SetActive(true); runControls = gameObject.transform.GetChild(1).GetComponent <RunUI>(); machines = gameObject.transform.GetChild(2).GetComponent <MachineUI>(); select = gameObject.transform.GetChild(3).GetComponent <SelectUI>(); }
// Update is called once per frame void Update() { if (SelectUI.lastSelect != null) { if (points.Contains(SelectUI.lastSelect)) { pointSelect = SelectUI.lastSelect; } } if (pointSelect != null) { this.transform.position = Vector3.Lerp(this.transform.position, pointSelect.transform.position + (Vector3)offset, Time.deltaTime * speed); } }
IEnumerator DelayUI(bool choosing) { SelectUI.SetActive(false); LoginUI.SetActive(false); yield return(new WaitForSeconds(3.2f)); if (choosing) { SelectUI.SetActive(true); } else { LoginUI.SetActive(true); } }
private void Start() { selectUI = this; }
public void OnSelect() { lastSelect = this; Selected = true; }