public void OnPointerEnter(PointerEventData eventData) { if (onHover != null) { onHover.Invoke(eventData, true); } }
public override void OnPointerEnter(PointerEventData eventData) { if (onHover != null) { onHover.Invoke(gameObject, true); } }
public override void Start() { if (ThrowEventOnStart) { OnValueChangedEvent.Invoke(Toggled); OnValueChanged?.Invoke(Toggled); } }
public override void Start() { if (ThrowEventOnStart) { OnValueChangedEvent.Invoke(CurrentValue); OnValueChanged?.Invoke(CurrentValue); } }
public void ShowBanner(AdPlacementType placementType = AdPlacementType.Banner, BoolDelegate onAdLoaded = null) { if (isShowingBanner) { Debug.Log("AdsManager: A banner is already being shown"); return; } if (DoNotShowAds(placementType)) { onAdLoaded?.Invoke(false); return; } ; StartCoroutine(CoShowBanner(placementType, onAdLoaded)); /*switch (CurrentAdNetwork) * { * case CustomMediation.AD_NETWORK.Unity: * UnityAdsManager.ShowBanner(CustomMediation.GetUnityPlacementId(placementType)); * break; * case CustomMediation.AD_NETWORK.FAN: * FacebookAudienceNetworkHelper.instance.ShowBanner(CustomMediation.GetFANPlacementId(placementType)); * break; * } * showingBanners.Add(CurrentAdNetwork);*/ }
//Condition Failure => return Success //Behavior Failure => return Success //Behavior Success => return Success public static Composite ExecuteReturnAlwaysSuccess(BoolDelegate condition, CreateBehavior behavior) { return new DecoratorContinue(ret => condition.Invoke(null), new PrioritySelector( behavior.Invoke(null), new Zeta.TreeSharp.Action(ret => RunStatus.Success) ) ); }
public static Composite ExecuteReturnAlwaysSuccess(BoolDelegate condition, CreateBehavior behavior) { return (new DecoratorContinue(ret => condition.Invoke(null), new PrioritySelector( behavior.Invoke(null), new Zeta.TreeSharp.Action(ret => RunStatus.Success) ) )); }
/// <summary> /// /// </summary> /// <param name="objs"></param> /// <param name="del"></param> /// <returns></returns> public static bool FOR_EACH_CK(T[] objs, BoolDelegate del) { int c = objs.Length; for (int i = 0; i < c; ++i) { if (!del.Invoke(objs[i])) { return(false); } } return(true); }
public void ShowBanner(AdPlacement.Type placementType, BannerTransform bannerTransform, BoolDelegate onAdLoaded = null) { if (isShowingBanner) { Debug.Log("AdsManager: A banner is already being shown"); return; } if (DoNotShowAds(placementType)) { onAdLoaded?.Invoke(false); return; } ; StartCoroutine(CoShowBanner(placementType, bannerTransform, onAdLoaded)); }
/// <summary> /// Method that will wait until the given booldelegate is true or until the max wait time is reached. If max wait time reached it returns false /// </summary> /// <param name="delegateToWaitFor"> /// The delegate to wait for. /// </param> /// <param name="maxWaitTime"> /// The max wait time. /// </param> /// <returns> /// If max wait time reached it returns false. If delegate is true before reaching that treshold it returns true /// </returns> public static bool ToBeTrue(BoolDelegate delegateToWaitFor, int maxWaitTime = 10) { DateTime startTime = DateTime.Now; do { try { if (delegateToWaitFor.Invoke()) { return(true); } } catch { // catch any exception } Thread.Sleep(50); }while (startTime.AddSeconds(maxWaitTime) > DateTime.Now); return(false); }
private void HandlePlayerChangedDirection(bool direction) { OnPlayerChangeDirection?.Invoke(direction); }
private void OnSelect(bool selected) { onSelect?.Invoke(gameObject, selected); }
private void OnPress(bool isPressed) { onPress?.Invoke(gameObject, isPressed); }
private void OnHover(bool isOver) { onHover?.Invoke(gameObject, isOver); }
//Condition Failure => return Success //Behavior Failure => return Failure //Behavior Success =>return Success public static Composite ExecuteReturnSuccessOrBehaviorResult(BoolDelegate condition, CreateBehavior behavior) { return new DecoratorContinue(ret => condition.Invoke(null), behavior.Invoke(null)); }
IEnumerator CoShowBanner(AdPlacementType placementType = AdPlacementType.Banner, BoolDelegate onAdLoaded = null) { bool isSuccess = false; WaitForSecondsRealtime checkInterval = new WaitForSecondsRealtime(0.3f); var adPriority = GetAdsNetworkPriority(placementType); for (int i = 0; i < adPriority.Count; i++) { bool checkAdNetworkDone = false; var adsHelper = GetAdsNetworkHelper(adPriority[i]); if (adsHelper == null) { continue; } adsHelper.ShowBanner(placementType, (success) => { checkAdNetworkDone = true; isSuccess = success; onAdLoaded?.Invoke(success); }); while (!checkAdNetworkDone) { yield return(checkInterval); } if (isSuccess) { //showingBanners.Add(CurrentAdNetwork); isShowingBanner = true; break; } } }
protected override void ComputeVelocity() { if (isPaused) { return; } Vector2 move = Vector2.zero; move.x = Input.GetAxis("Horizontal"); if (Mathf.Abs(move.x) > 0.025f) { bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f)); if (flipSprite) { OnChangeDirection?.Invoke(!spriteRenderer.flipX); spriteRenderer.flipX = !spriteRenderer.flipX; bulletOrigin.transform.localPosition = new Vector3(Mathf.Abs(bulletOrigin.transform.localPosition.x) * (spriteRenderer.flipX ? -1 : 1), bulletOrigin.transform.localPosition.y, bulletOrigin.transform.localPosition.z); } } bool isWalking = Mathf.Abs(move.x) > 0f; animator.SetBool("IsWalking", isWalking); if (!grounded) { float positionY = transform.position.y; // TODO: second part of IF is hacky way to stop ground bounce from being read as !grounded + falling // only really fixes if the map stays flat if (lastPosition.y != positionY && positionY > -0.80f) { bool isJumping = positionY > lastPosition.y; animator.SetBool("IsFalling", !isJumping); animator.SetBool("IsJumping", isJumping); } } else { animator.SetBool("IsFalling", false); animator.SetBool("IsJumping", false); } if (lastWalkingStatus != isWalking) { if (isWalking) { OnStartRunning?.Invoke(); } else { OnStopRunning?.Invoke(); } } if (grounded && !lastGrounded) { OnLanding?.Invoke(); } float recoil = isFiring ? maxSpeed / 2f : maxSpeed; targetVelocity = move * recoil; lastGrounded = grounded; lastPosition = transform.position; lastWalkingStatus = isWalking; }
//Condition Failure => return Success //Behavior Failure => return Failure //Behavior Success =>return Success public static Composite ExecuteReturnSuccessOrBehaviorResult(BoolDelegate condition, CreateBehavior behavior) { return(new DecoratorContinue(ret => condition.Invoke(null), behavior.Invoke(null))); }