/// <summary>
 /// Cache the components and register a listener callback.
 /// </summary>
 void Awake()
 {
     mList = GetComponent<NGUIPopupList>();
     mCheck = GetComponent<NGUICheckbox>();
     if (mList != null) mList.onSelectionChange += SaveSelection;
     if (mCheck != null) mCheck.onStateChange += SaveState;
 }
Example #2
0
    /// <summary>
    /// Load and set the state of the checkboxes.
    /// </summary>

    void OnEnable()
    {
        if (mList != null)
        {
            string s = PlayerPrefs.GetString(key);
            if (!string.IsNullOrEmpty(s))
            {
                mList.selection = s;
            }
            return;
        }

        if (mCheck != null)
        {
            mCheck.isChecked = (PlayerPrefs.GetInt(key, 1) != 0);
        }
        else
        {
            string         s          = PlayerPrefs.GetString(key);
            NGUICheckbox[] checkboxes = GetComponentsInChildren <NGUICheckbox>(true);

            for (int i = 0, imax = checkboxes.Length; i < imax; ++i)
            {
                NGUICheckbox ch = checkboxes[i];
                ch.isChecked = (ch.name == s);
            }
        }
    }
    void OnEnable()
    {
        NGUICheckbox chk = GetComponent <NGUICheckbox>();

        if (chk != null)
        {
            OnActivate(chk.isChecked);
        }
    }
Example #4
0
    void Start()
    {
        NGUICheckbox chk = GetComponent <NGUICheckbox>();

        if (chk != null)
        {
            mUsingDelegates    = true;
            chk.onStateChange += OnActivateDelegate;
        }
    }
Example #5
0
    /// <summary>
    /// Cache the components and register a listener callback.
    /// </summary>

    void Awake()
    {
        mList  = GetComponent <NGUIPopupList>();
        mCheck = GetComponent <NGUICheckbox>();
        if (mList != null)
        {
            mList.onSelectionChange += SaveSelection;
        }
        if (mCheck != null)
        {
            mCheck.onStateChange += SaveState;
        }
    }
Example #6
0
    /// <summary>
    /// Save the state on destroy.
    /// </summary>

    void OnDisable()
    {
        if (mCheck == null && mList == null)
        {
            NGUICheckbox[] checkboxes = GetComponentsInChildren <NGUICheckbox>(true);

            for (int i = 0, imax = checkboxes.Length; i < imax; ++i)
            {
                NGUICheckbox ch = checkboxes[i];

                if (ch.isChecked)
                {
                    SaveSelection(ch.name);
                    break;
                }
            }
        }
    }
Example #7
0
    /// <summary>
    /// Fade out or fade in the checkmark and notify the target of OnChecked event.
    /// </summary>

    void Set(bool state)
    {
        if (!mStarted)
        {
            mChecked      = state;
            startsChecked = state;
            if (checkSprite != null)
            {
                checkSprite.alpha = state ? 1f : 0f;
            }
        }
        else if (mChecked != state)
        {
            // Uncheck all other checkboxes
            if (radioButtonRoot != null && state)
            {
                NGUICheckbox[] cbs = radioButtonRoot.GetComponentsInChildren <NGUICheckbox>(true);

                for (int i = 0, imax = cbs.Length; i < imax; ++i)
                {
                    NGUICheckbox cb = cbs[i];
                    if (cb != this && cb.radioButtonRoot == radioButtonRoot)
                    {
                        cb.Set(false);
                    }
                }
            }

            // Remember the state
            mChecked = state;

            // Tween the color of the checkmark
            if (checkSprite != null)
            {
                if (instantTween)
                {
                    checkSprite.alpha = mChecked ? 1f : 0f;
                }
                else
                {
                    TweenAlpha.Begin(checkSprite.gameObject, checkDuration, mChecked ? 1f : 0f);
                }
            }

            current = this;

            // Notify the delegate
            if (onStateChange != null)
            {
                onStateChange(mChecked);
            }

            // Send out the event notification
            if (eventReceiver != null && !string.IsNullOrEmpty(functionName))
            {
                eventReceiver.SendMessage(functionName, mChecked, SendMessageOptions.DontRequireReceiver);
            }
            current = null;

            // Play the checkmark animation
            if (checkAnimation != null)
            {
                ActiveAnimation.Play(checkAnimation, state ? Direction.Forward : Direction.Reverse);
            }
        }
    }
Example #8
0
    /// <summary>
    /// Fade out or fade in the checkmark and notify the target of OnChecked event.
    /// </summary>
    void Set(bool state)
    {
        if (!mStarted)
        {
            mChecked = state;
            startsChecked = state;
            if (checkSprite != null) checkSprite.alpha = state ? 1f : 0f;
        }
        else if (mChecked != state)
        {
            // Uncheck all other checkboxes
            if (radioButtonRoot != null && state)
            {
                NGUICheckbox[] cbs = radioButtonRoot.GetComponentsInChildren<NGUICheckbox>(true);

                for (int i = 0, imax = cbs.Length; i < imax; ++i)
                {
                    NGUICheckbox cb = cbs[i];
                    if (cb != this && cb.radioButtonRoot == radioButtonRoot) cb.Set(false);
                }
            }

            // Remember the state
            mChecked = state;

            // Tween the color of the checkmark
            if (checkSprite != null)
            {
                if (instantTween)
                {
                    checkSprite.alpha = mChecked ? 1f : 0f;
                }
                else
                {
                    TweenAlpha.Begin(checkSprite.gameObject, checkDuration, mChecked ? 1f : 0f);
                }
            }

            current = this;

            // Notify the delegate
            if (onStateChange != null) onStateChange(mChecked);

            // Send out the event notification
            if (eventReceiver != null && !string.IsNullOrEmpty(functionName))
            {
                eventReceiver.SendMessage(functionName, mChecked, SendMessageOptions.DontRequireReceiver);
            }
            current = null;

            // Play the checkmark animation
            if (checkAnimation != null)
            {
                ActiveAnimation.Play(checkAnimation, state ? Direction.Forward : Direction.Reverse);
            }
        }
    }