Example #1
0
        public static bool IsClickUI()
        {
            bool res = false;

            if (EventSystem.current != null)
            {
                res = EventSystem.current.currentSelectedGameObject != null;
                if (!res)
                {
                    PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
                    eventDataCurrentPosition.position = InputUtils.GetTouchPosition();

                    Canvas               canvas      = PageManager.Instance.GetComponent <Canvas>();
                    GraphicRaycaster     uiRaycaster = canvas.gameObject.GetComponent <GraphicRaycaster>();
                    List <RaycastResult> results     = new List <RaycastResult>();
                    uiRaycaster.Raycast(eventDataCurrentPosition, results);
                    res = results.Count > 0;
                    if (!res)
                    {
                        canvas      = GeneralUIManager.GetCanvas();
                        uiRaycaster = canvas.gameObject.GetComponent <GraphicRaycaster>();
                        results     = new List <RaycastResult>();
                        uiRaycaster.Raycast(eventDataCurrentPosition, results);
                        res = results.Count > 0;
                    }
                }
            }

            return(res);
        }
Example #2
0
    IEnumerator LoadNextScene(AsyncOperation ao, float startTime)
    {
        while (true)
        {
            if (_progress < 1f)
            {
                // ao.progress到0.9就卡住了,所以大约在0.8之前读取ao.progress,之后模拟进度直到100%
                float threshold = .8f;
                if (_progress < threshold)
                {
                    RefreshProgress(ao.progress);
                }
                else
                {
                    RefreshProgress(1f);
                }
                yield return(null);
            }
            else
            {
                if (!_dontDestroy)
                {
                    PageManager.Instance.DestroyCurrentPages();
                }

                yield return(null);

                if (_nextSceneHandleData != null)
                {
                    _nextSceneHandleData();
                    _nextSceneHandleData = null;
                }

                while (!_loadPageComplete)
                {
                    yield return(null);
                }

                ao.allowSceneActivation = true;

                while (SceneManager.GetActiveScene().name == LoadingScene)
                {
                    yield return(null);
                }

                Resources.UnloadUnusedAssets();
                System.GC.Collect();

                GeneralUIManager.RefreshSortingOrder();

                _isLoading = false;
                break;
            }
        }
    }
Example #3
0
 // Start is called before the first frame update
 public void Start()
 {
     cubeEntitiesClient = new Dictionary <int, CubeEntity>();
     clientId           = Random.Range(0, 1000000);
     channel            = new Channel(Utils.GetPortFromId(clientId));
     GameObject.Find("Players(Client)").transform.position = Vector3.zero;
     print($"IPAddress: {GameManager.IPAddress}");
     UICanvas                = GameObject.Find("UICanvas").GetComponent <GeneralUIManager>();
     packetsCooldown         = new Cooldown(1f / pps);
     reconciliateCooldown    = new Cooldown(1f / rps);
     GameManager.laserPrefab = laserPrefab;
 }
Example #4
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        waitLoadingTime = 10f;
    }
Example #5
0
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        GeneralUIManager myScript = (GeneralUIManager)target;

        if (GUILayout.Button("Set Colors"))
        {
            myScript.UpdateColors();
        }
        if (GUILayout.Button("Find All Images"))
        {
            myScript.FindAllImages();
        }
    }