public override void Do() { bool po = false; foreach (InstanceState state in m_states) { if (state is ProcState) { po = true; break; } } if (!MoveItTool.POShowDeleteWarning || !po) { DoImplementation(false); return; } ConfirmPanel panel = UIView.library.ShowModal <ConfirmPanel>("ConfirmPanel", delegate(UIComponent comp, int value) { if (value == 1) { DoImplementation(false); } }); panel.SetMessage("Deleting PO", "Procedural Objects can not be undeleted. Are you sure?"); }
public void VideoEnded(VideoPlayer p) { videoPlayer.isLooping = false; GameObject confirmP = Instantiate(confirmPanel); confirmP.transform.SetParent(GameObject.Find("Canvas").transform, false); ConfirmPanel confirm = confirmP.GetComponent <ConfirmPanel>(); confirm.SetMessage("これで物語は完結となります。このままトレードを続けますか?"); confirm.GetComponent <ConfirmPanel>().SetOkDelegate(() => { SceneManager.LoadScene("GameScene"); }); confirm.GetComponent <ConfirmPanel>().SetCancelDelegate(() => { SceneManager.LoadScene("TitleScene"); }); }
private void ResetConfigPrompt() { ConfirmPanel panel = UIView.library.ShowModal <ConfirmPanel>("ConfirmPanel", delegate(UIComponent component, int response) { if (response == 1) { ModConfig.ResetConfig(); } }); panel.SetMessage( "Dynamic Asset Sorter", "This will reset the settings file. " + "Any customized settings will be lost. " + "Are you sure?"); }
public override void Do() { if (m_states.Count < 20) { DoImplementation(); return; } ConfirmPanel panel = UIView.library.ShowModal <ConfirmPanel>("ConfirmPanel", delegate(UIComponent comp, int value) { if (value == 1) { DoImplementation(); } }); panel.SetMessage("Converting to PO", "Converting many objects to Procedural Objects at once can take along time. The game will appear to have frozen, but it will eventually complete. Continue?"); }