Example #1
0
    /// <summary>
    /// Open UI in World Space
    /// </summary>
    /// <param name="target"></param>
    /// <param name="ui"></param>
    /// <param name="fadeTime"></param>
    /// <returns></returns>
    public GameObject Open(GameObject target, assGameUI ui,
                           assUItoOpen interactableType = assUItoOpen.Unassigned, float fadeTime = 0.4f)
    {
        GameObject opened = null;
        GameObject orig   = _uiBags[ui].UIPrefab;

        if (orig != null)
        {
            CreateCanvas();
            WorldSpaceCanvas.transform.SetParent(target.transform, false);
            WorldSpaceCanvas.transform.localPosition = Vector2.up * 2;
            GameObject newObj = (GameObject)Instantiate(orig);
            newObj.TryGetComponent(out assButton button);
            button.UIToOpenIsNull(interactableType);
            newObj.transform.SetParent(WorldSpaceCanvas.transform, false);
            opened = newObj;
            //CurrentUIObjects.Add(newObj);
            CanvasGroup cg = newObj.GetComponent <CanvasGroup>();
            if (cg != null)
            {
                StartCoroutine(Fade(UIFade.In, fadeTime, cg));
            }
        }
        return(opened);
    }
Example #2
0
    public void UIToOpenIsNull(assUItoOpen type)
    {
        switch (type)
        {
        case assUItoOpen.Unassigned:
            break;

        case assUItoOpen.ShopTrigger:
            UIToShow = assGameUI.ShopTrigger;
            break;

        case assUItoOpen.ShopPanel:
            UIToShow = assGameUI.ShopPanel;
            break;
        }
    }
Example #3
0
    /// <summary>
    /// Open UI in Screen Space
    /// </summary>
    /// <param name="ui"></param>
    /// <param name="fadeTime"></param>
    /// <returns></returns>
    public GameObject Open(assGameUI ui, float fadeTime = 0.4f)
    {
        GameObject opened = null;
        GameObject orig   = _uiBags[ui].UIPrefab;

        if (orig != null)
        {
            CreateCanvas();
            GameObject newObj = (GameObject)Instantiate(orig);
            newObj.transform.SetParent(SceneCanvas.transform, false);
            opened = newObj;
            //CurrentUIObjects.Add(newObj);
            CanvasGroup cg = newObj.GetComponent <CanvasGroup>();
            if (cg != null)
            {
                StartCoroutine(Fade(UIFade.In, fadeTime, cg));
            }
        }
        return(opened);
    }