// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if (deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 { gameObject.SetActive(false); } #else { gameObject.SetActiveRecursively(false); } #endif } if (tempTransCompleteDel != null) { tempTransCompleteDel(this, transition); } tempTransCompleteDel = null; if (changeDelegate != null) { changeDelegate(this); } if (blockInput[prevTransIndex] && UIManager.Exists()) { UIManager.instance.UnlockInput(); } }
// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if (deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) { gameObject.SetActiveRecursively(false); } } if (tempTransCompleteDel != null) { tempTransCompleteDel(this, transition); } tempTransCompleteDel = null; if (blockInput[prevTransIndex] && UIManager.Exists()) { UIManager.instance.UnlockInput(); } }
protected void Setup(BattleInitializationData data, TransitionCompleteDelegate onComplete) { this.battleData = data; this.onComplete = onComplete; Service.Get <BattleController>().InitializeCurrentBattle(data); Service.Get <EventManager>().SendEvent(EventId.BattleLoadStart, data); }
private bool Setup(TransitionCompleteDelegate onComplete) { this.pendingCompletion = onComplete; HomeMapDataLoader homeMapDataLoader = Service.HomeMapDataLoader; GameStateMachine gameStateMachine = Service.GameStateMachine; bool flag = gameStateMachine.CurrentState is WarBoardState; this.transitionToHomeState = (!Service.WorldTransitioner.IsCurrentWorldHome() || flag); if (this.transitionToHomeState) { AbstractTransition transition; if (flag) { transition = new WarboardToBaseTransition(this, homeMapDataLoader, this.pendingCompletion); } else { transition = new WorldToWorldTransition(this, homeMapDataLoader, this.pendingCompletion, false, true); } Service.WorldTransitioner.StartTransition(transition); this.pendingCompletion = null; } else { gameStateMachine.SetState(this); } return(this.transitionToHomeState); }
public void ContinueWipe(IState transitionToState, IMapDataLoader mapDataLoader, TransitionCompleteDelegate onTransitionComplete) { if (!this.softWipe) { Service.Get <StaRTSLogger>().Error("You must already be in a soft wipe to call for a wipe to continue."); return; } this.transitionToState = transitionToState; this.mapDataLoader = mapDataLoader; this.onTransitionComplete = onTransitionComplete; this.StartTransition(); }
public static bool GoToHomeState(TransitionCompleteDelegate onComplete, bool zoom) { Service.DeployerController.ExitAllDeployModes(); Service.PvpManager.KillTimer(); if (zoom) { PlanetView view = Service.WorldInitializer.View; view.ZoomOutImmediate(); view.ZoomIn(); } HomeState homeState = new HomeState(); bool result = homeState.Setup(onComplete); Service.AssetManager.UnloadPreloadables(); return(result); }
public void OnEnter() { HudConfig config = new HudConfig(new string[] { "Currency", "Droids", "Crystals", "PlayerInfo", "Shield", "ButtonBattle", "ButtonWar", "ButtonLog", "ButtonLeaderboard", "ButtonSettings", "ButtonClans", "ButtonStore", "Newspaper", "SquadScreen", "SpecialPromo" }); Service.UXController.HUD.ConfigureControls(config); if (!this.transitionToHomeState) { if (Service.WorldTransitioner.IsCurrentWorldHome() && this.ForceReloadMap) { Service.ProjectileViewManager.UnloadProjectileAssetsAndPools(); Service.SpecialAttackController.UnloadPreloads(); Service.WorldInitializer.ProcessMapData(Service.CurrentPlayer.Map); Service.EventManager.SendEvent(EventId.HomeStateTransitionComplete, null); } else { Service.EventManager.SendEvent(EventId.WorldInTransitionComplete, null); } if (this.pendingCompletion != null) { this.pendingCompletion(); this.pendingCompletion = null; } } Service.BuildingController.EnterSelectMode(); Service.DeployerController.ExitAllDeployModes(); Service.BILoggingController.SchedulePerformanceLogging(true); Service.InventoryCrateRewardController.ScheduleGivingNextDailyCrate(); }
protected AbstractTransition(IState transitionToState, IMapDataLoader mapDataLoader, TransitionCompleteDelegate onTransitionComplete, bool skipTransitions, bool zoomOut, WipeTransition startWipeTransition, WipeTransition endWipeTransition) { this.transitioning = false; this.softWipe = false; this.softWipeComplete = false; this.softWipeWorldLoad = false; this.softWipeAutoFinish = false; this.wipeDirection = 0f; this.transitionToState = transitionToState; this.mapDataLoader = mapDataLoader; this.onTransitionComplete = onTransitionComplete; this.skipTransitions = skipTransitions; this.zoomOut = zoomOut; this.startWipeTransition = startWipeTransition; this.endWipeTransition = endWipeTransition; if (!this.softWipe && transitionToState != null) { this.ChooseRandomWipeDirection(); } }
protected virtual void OnTransitionInComplete(object cookie) { this.transitioning = false; if (this.onTransitionComplete != null) { this.onTransitionComplete(); this.onTransitionComplete = null; } if (!this.skipTransitions) { Service.Get <EventManager>().SendEvent(EventId.WorldInTransitionComplete, null); } this.CleanupTransitionVisuals(); if (this.alertMessage != null) { AlertScreen.ShowModal(false, null, this.alertMessage, null, null); this.alertMessage = null; } Service.Get <Engine>().ForceGarbageCollection(null); }
// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if (deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 gameObject.SetActive(false); #else gameObject.SetActiveRecursively(false); #endif } if (tempTransCompleteDel != null) tempTransCompleteDel(this, transition); tempTransCompleteDel = null; if (changeDelegate != null) changeDelegate(this); if (blockInput[prevTransIndex] && UIManager.Exists()) UIManager.instance.UnlockInput(); }
public WarbaseToWarboardTransition(IState transitionToState, IMapDataLoader mapDataLoader, TransitionCompleteDelegate onTransitionComplete, bool skipTransitions, bool zoomOut) : base(transitionToState, mapDataLoader, onTransitionComplete, skipTransitions, zoomOut, WipeTransition.FromStoryToLoadingScreen, WipeTransition.FromLoadingScreenToWarboard) { }
// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if(deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) gameObject.SetActiveRecursively(false); } if (tempTransCompleteDel != null) tempTransCompleteDel(this, transition); tempTransCompleteDel = null; if (blockInput[prevTransIndex] && UIManager.Exists()) UIManager.instance.UnlockInput(); }
public BaseToWarboardTransition(IState transitionToState, IMapDataLoader mapDataLoader, TransitionCompleteDelegate onTransitionComplete) : base(transitionToState, mapDataLoader, onTransitionComplete, false, false, WipeTransition.FromBaseToWarboard, WipeTransition.FromBaseToWarboard) { }
/// <summary> /// Temporarily adds a delegate to be called when the next /// transition completes. This will be unset after it is called. /// </summary> /// <param name="del">Delegate to be called.</param> public void AddTempTransitionDelegate(TransitionCompleteDelegate del) { tempTransCompleteDel += del; }
public GalaxyMapToBaseTransition(IState transitionToState, IMapDataLoader mapDataLoader, TransitionCompleteDelegate onTransitionComplete, bool skipTransitions, bool zoomOut) : base(transitionToState, mapDataLoader, onTransitionComplete, skipTransitions, zoomOut, WipeTransition.FromGalaxyToLoadingScreen, WipeTransition.FromLoadingScreenToBase) { }
public void SetOnTransitionComplete(TransitionCompleteDelegate onTransitionComplete) { this.onTransitionComplete = onTransitionComplete; }
public static void GoToBattleStartState(BattleInitializationData data, TransitionCompleteDelegate onComplete) { BattleStartState state = new BattleStartState(); BattleStartState.GoToBattleStartState(state, data, onComplete); }
public static void GoToBattleStartState(BattleStartState state, BattleInitializationData data, TransitionCompleteDelegate onComplete) { state.Setup(data, onComplete); state.SetupTransition(); }
public void ContinueWipe(IState transitionToState, IMapDataLoader mapDataLoader, TransitionCompleteDelegate onTransitionComplete) { if (!this.IsCurrentTransitionSet()) { return; } this.currentTransition.ContinueWipe(transitionToState, mapDataLoader, onTransitionComplete); }
/// <summary> /// Temporarily sets up a delegate to be called when the next /// transition completes. This will be unset after it is called. /// </summary> /// <param name="del">Delegate to be called.</param> public void SetTempTransitionDelegate(TransitionCompleteDelegate del) { tempTransCompleteDel = del; }