public void DeselectAbility() { abilitiyMenu.abilities[abilities[menuIndex.Get()].description.id].saveInfo.isSelected = false; abilities[menuIndex.Get()] = new Ability.AbilitySettings(); abilities[menuIndex.Get()].texture = nullAbilityTexture; selectedImage = new BlinkTexture(nullAbilityTexture, blinkControl); }
public void DeselectAbility(int index) { abilities[index] = new Ability.AbilitySettings(); abilities[index].texture = nullAbilityTexture; if (index == menuIndex.Get()) { selectedImage = new BlinkTexture(nullAbilityTexture, blinkControl); } }
public void DeselectAbility() { if (menuIndex.Get() >= numberOfSlots) { return; } abilities.Remove(abilities[menuIndex.Get()]); if (abilities.Count != 0) { menuIndex.Set(0); selectedImage = new BlinkTexture(abilities[0].texture, blinkControl); } }
public override void Update() { int before = menuIndex.Get(); base.Update(); if (before != menuIndex.Get()) { if (elements.Count > 0) { selectedImage = new BlinkTexture(elements[menuIndex.Get()].texture, blinkControl); } } selectedImage.Update(); elementImage.AdjustToSquare(); }
public void Init(List <Ability.AbilitySettings> elements) { base.Init(new CircularIndex(elements.Count), new CircularIndex(backgrounds.Length)); this.elements = elements; styleTitle = new GUIStyle(); styleTitle.alignment = TextAnchor.MiddleCenter; styleTitle.fontSize = fontSize; styleTitle.font = font; styleTitle.wordWrap = true; styleTitle.normal.textColor = Color.white; if (elements.Count > 0) { selectedImage = new BlinkTexture(elements[0].texture, blinkControl); } }
public bool ChangeSelectedAbility(Ability.AbilitySettings ability) { //Debug.Log("Eq length: " + abilities.Length); int i; for (i = 0; i < numActiveAbilities; i++) { //Debug.Log(abilities[i].json.id + " --> " + ability.json.id); if (abilities[i].description.id == ability.description.id) { break; } } int addIndex = menuIndex.Get(); if (numOfSlotsAvailable == 2) { addIndex = menuIndex.IndexMovedBy(-1); } if (i < numActiveAbilities) { //Debug.Log("Found at: " + i); if (i == addIndex) { abilitiyMenu.abilities[abilities[addIndex].description.id].saveInfo.isSelected = false; DeselectAbility(i); return(false); } else { abilities[i] = abilities[addIndex]; } } else { abilitiyMenu.abilities[abilities[addIndex].description.id].saveInfo.isSelected = false; } abilities[addIndex] = ability; abilitiyMenu.abilities[ability.description.id].saveInfo.isSelected = true; abilitiyMenu.abilities[ability.description.id].saveInfo.selectLocation = (Options)addIndex; selectedImage = new BlinkTexture(ability.texture, blinkControl); return(true); }
/// <summary> /// Function to make to control of movement and resizing operations also to change the selected element. /// Should be called in Update() of Monobehavior always that menu will be displayed /// </summary> public void Update(int selectedWeapon) { if (uiManager.mode != UIManager.Mode.PAUSED) { menuArea.centerPosition = gameManager.getCurrentCamera().GetTargetPosition(); } int before = menuIndex.Get(); base.Update(); if (before != menuIndex.Get()) { selectedImage = new BlinkTexture(weapons.GetWeapon((Commandments.Weapon)menuIndex.Get()).elementActivated, blinkControl); } selectedImage.Update(); }
/// <summary> /// Function to make to control of movement and resizing operations also to change the selected element. /// Should be called in Update() of Monobehavior always that menu will be displayed /// </summary> public override void Update() { int before = menuIndex.Get(); base.Update(); if (before != menuIndex.Get()) { selectedImage = new BlinkTexture(abilities[menuIndex.Get()].texture, blinkControl); } selectedImage.Update(); if (adjustToSquare) { menuArea.AdjustToSquare(); } }
public bool SelectAbility(Ability.AbilitySettings ability) { if ((abilities.Count == numberOfSlots) && (!ability.saveInfo.isSelected)) { return(false); } int i; for (i = 0; i < abilities.Count; i++) { if (abilities[i].description.id == ability.description.id) { break; } } if (i < abilities.Count) { abilities.Remove(abilities[i]); abilitiyMenu.abilities[ability.description.id].saveInfo.isSelected = false; if (abilities.Count != 0) { menuIndex.Set(0); selectedImage = new BlinkTexture(abilities[0].texture, blinkControl); } return(true); } abilitiyMenu.abilities[ability.description.id].saveInfo.isSelected = true; if (abilities.Count >= numberOfSlots) { return(false); } abilities.Add(ability); if (abilities.Count == 1) { selectedImage = new BlinkTexture(ability.texture, blinkControl); } return(true); }
public virtual void Init() { base.Init(new CircularIndex(maxSlots)); abilitiyMenu = UIManager.GetInstance().ability; verticalSeparation = false; selectedImage = new BlinkTexture(nullAbilityTexture, blinkControl); abilities = new List <Ability.AbilitySettings>(); foreach (var pair in abilitiyMenu.abilities) { if (!pair.Value.isActivatable) { if ((pair.Value.saveInfo.obtained) && (pair.Value.saveInfo.isSelected)) { SelectAbility(pair.Value); } } } }
public virtual void Init(ref Ability.AbilityDictionary abilities) { this.abilities = abilities; abilitiyMenu = UIManager.GetInstance().ability; activeList = new List <Ability.AbilitySettings>(); foreach (KeyValuePair <Ability.AbilityId, Ability.AbilitySettings> pair in abilities) { if (isSelectable(pair.Value)) { activeList.Add(pair.Value); } } base.Init(new CircularIndex(rows), new CircularIndex(columns)); selectedBorderBlinked = new BlinkTexture(selectedBorder, blinkControl); Update(); lastRow = rowIndex.OffsetCopy(0); lastColumn = columnIndex.OffsetCopy(0); ChangeSelection(); }
/// <summary> /// Function to initialize some internal properties. Should be called in Start() /// </summary> public void Init() { base.Init(new CircularIndex(numActiveAbilities)); elementBorder.SetParent(menuArea); elementContent.SetParent(menuArea); gameManager = GameManager.GetInstance(); uiManager = UIManager.GetInstance(); abilitiyMenu = uiManager.ability; abilities = new Ability.AbilitySettings[numActiveAbilities]; for (int i = 0; i < numActiveAbilities; i++) { abilities[i] = new Ability.AbilitySettings(); abilities[i].texture = nullAbilityTexture; } foreach (var pair in abilitiyMenu.abilities) { if (pair.Value.isActivatable) { if ((pair.Value.saveInfo.obtained) && (pair.Value.saveInfo.isSelected)) { menuIndex.Set((int)pair.Value.saveInfo.selectLocation); ChangeSelectedAbility(pair.Value); } } } menuIndex.Set(0); selectedImage = new BlinkTexture(abilities[0].texture, blinkControl); if (adjustToSquare) { menuArea.AdjustToSquare(); } }
public override void Update() { int before = menuIndex.Get(); base.Update(); if (menuIndex.Get() >= abilities.Count) { if (before == 0) { menuIndex.Set(abilities.Count - 1); } else { menuIndex.Set(0); } } if (before != menuIndex.Get()) { selectedImage = new BlinkTexture(abilities[menuIndex.Get()].texture, blinkControl); } selectedImage.Update(); }
/// <summary> /// Function to initialize some internal properties. Should be called in Start() /// </summary> public void Init(int weaponsSize, Commandments.Weapon selectedWeapon) { base.Init(new CircularIndex(weaponsSize)); gameManager = GameManager.GetInstance(); uiManager = UIManager.GetInstance(); weapons = uiManager.weapon; elementContent.SetParent(onPlay); if (weaponsSize > 0) { selectedImage = new BlinkTexture(weapons.GetWeapon(selectedWeapon).elementActivated, blinkControl); menuIndex.Set(selectedWeapon.toInt()); } onPlay.AdjustToSquare(); onPause.AdjustToSquare(); weaponPauseBGArea.SetParent(onPause); weaponPauseArea.SetParent(weaponPauseBGArea); pauseBG.SetParent(onPause); }
public void ChangeWeaponIndex(Commandments.Weapon weapon) { menuIndex.Set(weapon.toInt()); selectedImage = new BlinkTexture(weapons.GetWeapon(weapon).elementActivated, blinkControl); }