/// <summary> /// Plays the "in" animation of the game object associated with the given transform. /// </summary> /// <param name="transform">The transform of the game object to animate.</param> /// <param name="animateChildren">Whether the children of the given game object must be animated as well.</param> public void AnimateIn(Transform transform, bool animateChildren) { if (transform.gameObject.activeSelf) { KAnimator uiAnimator = transform.gameObject.GetComponent <KAnimator>(); if ((uiAnimator != null) && uiAnimator.enabled) { uiAnimator.AnimateIn(); } Button button = transform.gameObject.GetComponent <Button>(); if (button != null) { button.interactable = true; } if (animateChildren) { foreach (Transform childTransform in transform) { AnimateIn(childTransform, animateChildren); } } } }
public StoreTreeNode(SharedFoldersManager folders, GABHandler gab, GABUser user, string text, Dictionary <BackendId, SharedFolder> currentFolders) : base(text) { this._initialShares = currentFolders; this._feature = folders.Feature; this._gab = gab; this._user = user; // Create an empty current state. When loading the nodes, the shares will be added. This has the benefit of // cleaning up automatically any obsolote shares. this._currentShares = new Dictionary <BackendId, SharedFolder>(); ChildLoader = new UserFolderLoader(this, folders, user); ChildLoader.ReloadOnCloseOpen = true; HasCheckBox = false; // TODO: better icons, better way of handling this ImageIndex = user == GABUser.USER_PUBLIC ? 0 : 11; // Reloader _reloader = new KAnimator(); _reloader.Animation = Properties.Resources.TreeLoading; _reloader.Visible = false; _reloader.Click += (s, e) => { ChildLoader.Reload(); }; Control = _reloader; }
// Use this for initialization void Start() { SetupScoreLabel(); KAnimator mainAnimator = mainPanel.GetComponent <KAnimator>(); mainAnimator.AnimateIn(); }
public void ShowMainPanel() { KAnimator mainAnimator = mainPanel.GetComponent <KAnimator>(); KAnimator aboutAnimator = aboutPanel.GetComponent <KAnimator>(); mainAnimator.AnimateIn(); aboutAnimator.AnimateOut(); }
public void ShowAboutPanel() { aboutPanel.SetActive(true); KAnimator mainAnimator = mainPanel.GetComponent <KAnimator>(); KAnimator aboutAnimator = aboutPanel.GetComponent <KAnimator>(); mainAnimator.AnimateOut(); aboutAnimator.AnimateIn(); }
public StoreTreeNode(SharedFoldersManager folders, GABHandler gab, GABUser user, string sendAsAddress, string text, Dictionary <BackendId, SharedFolder> currentFolders, bool isShared, bool showRemindersWholeStore) : base(text) { this._initialShares = currentFolders; // Patch in send as address foreach (SharedFolder share in _initialShares.Values) { if (string.IsNullOrWhiteSpace(share.SendAsAddress)) { share.SendAsAddress = sendAsAddress; } } this._feature = folders.Feature; this._featureSendAs = ThisAddIn.Instance.GetFeature <FeatureSendAs>(); this._account = folders.Account; this._gab = gab; this._user = user; this._sendAsAddress = sendAsAddress; this.IsReadOnly = false; this._isShared = isShared; // Create an empty current state. When loading the nodes, the shares will be added. This has the benefit of // cleaning up automatically any obsolote shares. this._currentShares = new Dictionary <BackendId, SharedFolder>(); ChildLoader = new UserFolderLoader(this, folders, user); ChildLoader.ReloadOnCloseOpen = true; // Can only open the whole store if it's supported and there's an email address, as that's needed to open it // However, if it's already opened, we can remove it without the email address HasCheckBox = folders.SupportsWholeStore && (!string.IsNullOrWhiteSpace(user.EmailAddress) || isShared); ApplyReadOnly(this, IsReadOnly); // TODO: better icons, better way of handling this ImageIndex = user == GABUser.USER_PUBLIC ? 0 : 11; // Reloader _reloader = new KAnimator(); _reloader.Animation = Properties.Resources.TreeLoading; _reloader.Visible = false; _reloader.Click += (s, e) => { ChildLoader.Reload(); }; Control = _reloader; // Set up sharing WantShare = isShared; ShowRemindersInitial = showRemindersWholeStore; ShowReminders = ShowRemindersInitial; }
void OnEnable() { animator = (serializedObject.targetObject as KAnimator); tex = EditorGUIUtility.LoadRequired("Kansus Games/K-Animator/K-Animator.png") as Texture2D; }