Example #1
0
 protected override void ProgressOptionComponents(float timeStep)
 {
     if (markerButton != null)
     {
         markerButton.Progress(timeStep);
     }
 }
Example #2
0
    protected override void ProgressOptionComponents(float timeStep)
    {
        ButtonAnimator optionButton = null;

        if (sectionButtons != null)
        {
            for (int i = 0; i < sectionButtons.Length; i++)
            {
                optionButton = sectionButtons[i];
                if (optionButton != null)
                {
                    optionButton.Progress(timeStep);
                }
            }
        }
        if (itemButtons != null)
        {
            for (int i = firstItemIndex; i <= lastItemIndex; i++)
            {
                optionButton = itemButtons[i];
                if (optionButton != null)
                {
                    optionButton.Progress(timeStep);
                }
            }
        }
        if (itemReturnButton != null)
        {
            itemReturnButton.Progress(timeStep);
        }
        if (itemAdvanceButton != null)
        {
            itemAdvanceButton.Progress(timeStep);
        }
        if (actionButtons != null)
        {
            for (int i = 0; i < actionButtons.Length; i++)
            {
                optionButton = actionButtons[i];
                if (optionButton != null)
                {
                    optionButton.Progress(timeStep);
                }
            }
        }
        base.ProgressOptionComponents(timeStep);
    }
Example #3
0
    protected virtual void ProgressOptionComponents(float timeStep)
    {
        ButtonAnimator optionComponent = null;

        if (optionComponents != null)
        {
            for (int i = 0; i < optionComponents.Length; i++)
            {
                optionComponent = optionComponents[i];
                if (optionComponent != null)
                {
                    optionComponent.Progress(timeStep);
                }
            }
        }
    }
Example #4
0
    public virtual void Progress(float timeStep)
    {
        bool clearMenu = false;

        ProgressOverlay(timeStep);
        if (titleComponent != null)
        {
            titleComponent.Progress(timeStep);
        }
        if (quitComponent != null)
        {
            quitComponent.Progress(timeStep);
        }
        if (!graphicsReady)
        {
            if (overlayDark)
            {
                BuildVisualRepresentation();
            }
        }
        else
        {
            if (!graphicsCleared)
            {
                ProgressOptionComponents(timeStep);
                if (selectedChoiceEffect != ChoiceEffect.None)
                {
                    clearMenu = true;
                    if (selectedQuitComponent != null)
                    {
                        if (selectedQuitComponent.GetCurrentStatus() != ButtonAnimator.STATUS_ACTIVATED)
                        {
                            clearMenu = false;
                        }
                    }
                    if (selectedOptionComponent != null)
                    {
                        if (selectedOptionComponent.GetCurrentStatus() != ButtonAnimator.STATUS_ACTIVATED)
                        {
                            clearMenu = false;
                        }
                    }
                    if (clearMenu)
                    {
                        if (!clearBeforeEffect)
                        {
                            PerformChoiceEffect();
                            selectedChoiceEffect = ChoiceEffect.None;

                            /*halmeida - in this case the menu will not clear its visual representation by itself.
                             * It will be waiting for a call to ClearVisualRepresentation to start the process. We can
                             * call this a manual closure.*/
                        }
                        else
                        {
                            ClearVisualRepresentation(false);

                            /*halmeida - in this case the menu will clear its visual representation before passing
                             * on the choice that was made. Since the selection effect value is not yet lost, this
                             * instruction will be called again at every Process() call, until the graphics are actually
                             * cleared and the choice effect is performed.*/
                        }
                    }
                }
                else if (overlayClear)
                {
                    /*halmeida - this is needed for the manual closure process. The outside call to clear the visual
                     * representation removes the options and starts the overlay fading into clear. To trully complete
                     * the closure we gotta remove the overlay, and this is done by calling the clearing function with
                     * the overlay already at a clear color.*/
                    ClearVisualRepresentation(false);
                }
            }
            else
            {
                requiringProgress = false;
                if ((selectedChoiceEffect != ChoiceEffect.None) && clearBeforeEffect)
                {
                    PerformChoiceEffect();
                    selectedChoiceEffect = ChoiceEffect.None;
                }
            }
        }
    }