public static YesNoCancelDialogResult YesNoCancelFormat( [NotNull] string title, YesNoCancelDialogResult defaultResult, [NotNull] string format, params object[] args) { return(YesNoCancelFormat(null, title, defaultResult, format, args)); }
public static YesNoCancelDialogResult YesNoCancel( [CanBeNull] IWin32Window owner, [NotNull] string title, [NotNull] string message, YesNoCancelDialogResult defaultResult = YesNoCancelDialogResult.Yes) { return(Service.ShowYesNoCancel(owner, title, message, defaultResult)); }
public IEnumerator SpawnSaveGameDialog(bool confirmFirst, bool canCancel) { bool spawnSaveGameDialog = true; if (confirmFirst) { spawnSaveGameDialog = false; GameObject yesNoDialogChildEditor = GUIManager.SpawnNGUIChildEditor(gameObject, GUIManager.Get.NGUIYesNoCancelDialog, false); GUIYesNoCancelDialog confirmDialog = yesNoDialogChildEditor.GetComponent <GUIYesNoCancelDialog>(); YesNoCancelDialogResult confirmResult = new YesNoCancelDialogResult(); confirmResult.CancelButton = canCancel; confirmResult.MessageType = "Save Current Game?"; //confirmResult.Message = "Click 'Yes' to save before quitting. Click 'Cancel' to return to the game."; GUIManager.SendEditObjectToChildEditor <YesNoCancelDialogResult>(yesNoDialogChildEditor, confirmResult); while (!confirmDialog.IsFinished) { yield return(null); } //deal with the result switch (confirmResult.Result) { case DialogResult.Cancel: default: //we'll exit without setting the confirm game state spawnSaveGameDialog = false; break; case DialogResult.No: Profile.Get.CurrentGame.LastTimeDeclinedToSave = System.DateTime.Now; spawnSaveGameDialog = false; break; case DialogResult.Yes: Debug.Log("Save game"); spawnSaveGameDialog = true; break; } } if (spawnSaveGameDialog) { /* * GameObject saveGameEditor = GUIManager.SpawnNGUIChildEditor (gameObject, GUIManager.Get.NGUISaveGameDialog, false); * GUISaveGameDialog saveGameDialog = saveGameEditor.GetComponent <GUISaveGameDialog> (); * SaveGameDialogResult saveGameResult = new SaveGameDialogResult (); * GUIManager.SendEditObjectToChildEditor <SaveGameDialogResult> (saveGameEditor, saveGameResult); * while (!saveGameDialog.IsFinished) { * yield return null; * } */ } yield break; }
public static YesNoCancelDialogResult YesNoCancelFormat( [CanBeNull] IWin32Window owner, [NotNull] string title, YesNoCancelDialogResult defaultResult, [NotNull] string format, params object[] args) { return(YesNoCancel(owner, title, string.Format(format, args), defaultResult)); }
/// <summary> /// Activity heavy lifting. /// </summary> /// <param name="context"></param> protected override void DoWork(CodeActivityContext context) { //Get Argument Values string message = Message.Get(context) ?? String.Empty; string caption = Caption.Get(context) ?? String.Empty; XlateMessageBoxDefaultButtons defaultButtons = DefaultButtons.Get(context); //Heavy Lifting YesNoCancelDialogResult result = XlateMessageBox.YesNoCancel(message, caption, defaultButtons); DialogResult.Set(context, result); }
protected IEnumerator WaitForConfirmation(GameObject confirmEditor, YesNoCancelDialogResult result) { while (confirmEditor != null && mWaitingForConfirmation) { yield return(null); } if (result.Result == DialogResult.Yes) { //this is the ONE case where we call this ourselves TryToStartTrigger(); } yield break; }
/// <summary> /// Shows the Yes/No/Cancel dialog. /// </summary> /// <param name="owner">The owner.</param> /// <param name="message">The message.</param> /// <param name="title">The title.</param> /// <param name="defaultResult">The default result.</param> /// <returns></returns> public YesNoCancelDialogResult ShowYesNoCancel(IWin32Window owner, string title, string message, YesNoCancelDialogResult defaultResult) { Assert.ArgumentNotNullOrEmpty(title, nameof(title)); Assert.ArgumentNotNullOrEmpty(message, nameof(message)); _msg.Info(message); string msg = MsgBase.ReplaceBreakTags(message); MessageBoxDefaultButton defaultButton; switch (defaultResult) { case YesNoCancelDialogResult.Yes: defaultButton = MessageBoxDefaultButton.Button1; break; case YesNoCancelDialogResult.No: defaultButton = MessageBoxDefaultButton.Button2; break; case YesNoCancelDialogResult.Cancel: defaultButton = MessageBoxDefaultButton.Button3; break; default: throw new ArgumentException( string.Format( "Invalid default result ({0})", defaultResult), nameof(defaultResult)); } DialogResult result = Show(owner, msg, title, MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question, defaultButton); _msg.DebugFormat("YES NO CANCEL Dialog: {0}, '{1}'. Answer: '{2}'", msg, title, result); return(GetYesNoCancelAnswer(result)); }
public void TryToTrigger() { if (mWaitingForConfirmation || mTryingToStart) { return; } TriggerFailureSources.Clear(); TriggerFailureMessages.Clear(); LastTriggerFailed = false; if (State.Behavior == TriggerBehavior.Once && State.NumTimesTriggered > 0) { OnTriggerFail.SaveInvoke(this); } if (State.Confirm != ConfirmationBehavior.Never) { if ((State.Confirm == ConfirmationBehavior.Once && State.NumTimesTriggered == 0) || State.Confirm == ConfirmationBehavior.Always) { YesNoCancelDialogResult result = new YesNoCancelDialogResult(); result.Message = State.ConfirmationMessage; result.MessageType = State.ConfirmationTitle; result.CancelButton = false; GameObject confirmEditor = GUIManager.SpawnNGUIChildEditor(gameObject, GUIManager.Get.NGUIYesNoCancelDialog, false); GUIManager.SendEditObjectToChildEditor <YesNoCancelDialogResult>(new ChildEditorCallback <YesNoCancelDialogResult>(OnFinishConfirm), confirmEditor, result); mWaitingForConfirmation = true; StartCoroutine(WaitForConfirmation(confirmEditor, result)); return; } } else { TryToStartTrigger(); } }
public void OnFinishConfirm(YesNoCancelDialogResult editObject, IGUIChildEditor <YesNoCancelDialogResult> childEditor) { GUIManager.ScaleDownEditor(childEditor.gameObject).Proceed(true); mWaitingForConfirmation = false; }