public override void Unity_Deserialize(int depth) { if (depth <= 7) { this.tweenTarget = (SerializedStateReader.Instance.ReadUnityEngineObject() as GameObject); } this.tweenGroup = SerializedStateReader.Instance.ReadInt32(); this.trigger = (Trigger)SerializedStateReader.Instance.ReadInt32(); this.playDirection = (Direction)SerializedStateReader.Instance.ReadInt32(); this.resetOnPlay = SerializedStateReader.Instance.ReadBoolean(); SerializedStateReader.Instance.Align(); this.resetIfDisabled = SerializedStateReader.Instance.ReadBoolean(); SerializedStateReader.Instance.Align(); this.ifDisabledOnPlay = (EnableCondition)SerializedStateReader.Instance.ReadInt32(); this.disableWhenFinished = (DisableCondition)SerializedStateReader.Instance.ReadInt32(); this.includeChildren = SerializedStateReader.Instance.ReadBoolean(); SerializedStateReader.Instance.Align(); if (depth <= 7) { int num = SerializedStateReader.Instance.ReadInt32(); this.onFinished = new List <EventDelegate>(num); for (int i = 0; i < num; i++) { EventDelegate eventDelegate = new EventDelegate(); eventDelegate.Unity_Deserialize(depth + 1); this.onFinished.Add(eventDelegate); } } if (depth <= 7) { this.eventReceiver = (SerializedStateReader.Instance.ReadUnityEngineObject() as GameObject); } this.callWhenFinished = (SerializedStateReader.Instance.ReadString() as string); }
/// <summary> /// Play the specified animation on the specified object. /// </summary> static public ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!NGUITools.GetActive(anim.gameObject)) { // If the object is disabled, don't do anything if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } // Enable the game object before animating it NGUITools.SetActive(anim.gameObject, true); // Refresh all panels right away so that there is no one frame delay UIPanel[] panels = anim.gameObject.GetComponentsInChildren <UIPanel>(); for (int i = 0, imax = panels.Length; i < imax; ++i) { panels[i].Refresh(); } } ActiveAnimation aa = anim.GetComponent <ActiveAnimation>(); if (aa == null) { aa = anim.gameObject.AddComponent <ActiveAnimation>(); } aa.mAnim = anim; aa.mDisableDirection = (Direction)(int)disableCondition; aa.onFinished.Clear(); aa.Play(clipName, playDirection); return(aa); }
/// <summary> /// Play the specified animation on the specified object. /// </summary> public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!NGUITools.GetActive(anim.gameObject)) { // If the object is disabled, don't do anything if (enableBeforePlay != EnableCondition.EnableThenPlay) return null; // Enable the game object before animating it NGUITools.SetActive(anim.gameObject, true); // Refresh all panels right away so that there is no one frame delay UIPanel[] panels = anim.gameObject.GetComponentsInChildren<UIPanel>(); for (int i = 0, imax = panels.Length; i < imax; ++i) panels[i].Refresh(); } ActiveAnimation aa = anim.GetComponent<ActiveAnimation>(); if (aa == null) aa = anim.gameObject.AddComponent<ActiveAnimation>(); aa.mAnim = anim; aa.mDisableDirection = (Direction)(int)disableCondition; aa.eventReceiver = null; aa.callWhenFinished = null; aa.onFinished = null; aa.Play(clipName, playDirection); return aa; }
/// <summary> /// Play the specified animation on the specified object. /// </summary> static public ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!anim.gameObject.activeSelf) { // If the object is disabled, don't do anything if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } // Enable the game object before animating it anim.gameObject.SetActive(true); } ActiveAnimation aa = anim.GetComponent <ActiveAnimation>(); if (aa != null) { aa.enabled = true; } else { aa = anim.gameObject.AddComponent <ActiveAnimation>(); } aa.mAnim = anim; aa.mDisableDirection = (Direction)(int)disableCondition; aa.Play(clipName, playDirection); return(aa); }
/// <summary> /// Play the specified animation on the specified object. /// </summary> public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { #if UNITY_3_5 if (!anim.gameObject.active) #else if (!anim.gameObject.activeSelf) #endif { // If the object is disabled, don't do anything if (enableBeforePlay != EnableCondition.EnableThenPlay) return null; // Enable the game object before animating it NGUITools.SetActive(anim.gameObject, true); } ActiveAnimation aa = anim.GetComponent<ActiveAnimation>(); if (aa != null) aa.enabled = true; else aa = anim.gameObject.AddComponent<ActiveAnimation>(); aa.mAnim = anim; aa.mDisableDirection = (Direction)(int)disableCondition; aa.eventReceiver = null; aa.callWhenFinished = null; aa.onFinished = null; aa.Play(clipName, playDirection); return aa; }
//void Start () { mStarted = true; if (tweenTarget == null) tweenTarget = gameObject; } //void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); } public override void Reset() { tweenTarget = null; tweenGroup = null; resetOnPlay = false; ifDisabledOnPlay = EnableCondition.DoNothing; disableWhenFinished = DisableCondition.DoNotDisable; includeChildren = false; tweeningFinishedEvent = null; }
public unsafe override void Unity_NamedDeserialize(int depth) { byte[] var_0_cp_0; int var_0_cp_1; if (depth <= 7) { ISerializedNamedStateReader arg_1E_0 = SerializedNamedStateReader.Instance; var_0_cp_0 = $FieldNamesStorage.$RuntimeNames; var_0_cp_1 = 0; this.target = (arg_1E_0.ReadUnityEngineObject(&var_0_cp_0[var_0_cp_1] + 265) as Animation); } if (depth <= 7) { this.animator = (SerializedNamedStateReader.Instance.ReadUnityEngineObject(&var_0_cp_0[var_0_cp_1] + 1069) as Animator); } this.clipName = (SerializedNamedStateReader.Instance.ReadString(&var_0_cp_0[var_0_cp_1] + 1078) as string); this.trigger = (Trigger)SerializedNamedStateReader.Instance.ReadInt32(&var_0_cp_0[var_0_cp_1] + 415); this.playDirection = (Direction)SerializedNamedStateReader.Instance.ReadInt32(&var_0_cp_0[var_0_cp_1] + 1087); this.resetOnPlay = SerializedNamedStateReader.Instance.ReadBoolean(&var_0_cp_0[var_0_cp_1] + 1101); SerializedNamedStateReader.Instance.Align(); this.clearSelection = SerializedNamedStateReader.Instance.ReadBoolean(&var_0_cp_0[var_0_cp_1] + 1113); SerializedNamedStateReader.Instance.Align(); this.ifDisabledOnPlay = (EnableCondition)SerializedNamedStateReader.Instance.ReadInt32(&var_0_cp_0[var_0_cp_1] + 1128); this.disableWhenFinished = (DisableCondition)SerializedNamedStateReader.Instance.ReadInt32(&var_0_cp_0[var_0_cp_1] + 1145); if (depth <= 7) { int num = SerializedNamedStateReader.Instance.BeginSequenceGroup(&var_0_cp_0[var_0_cp_1] + 85); this.onFinished = new List <EventDelegate>(num); for (int i = 0; i < num; i++) { EventDelegate eventDelegate = new EventDelegate(); EventDelegate arg_14C_0 = eventDelegate; SerializedNamedStateReader.Instance.BeginMetaGroup((IntPtr)0); arg_14C_0.Unity_NamedDeserialize(depth + 1); SerializedNamedStateReader.Instance.EndMetaGroup(); this.onFinished.Add(eventDelegate); } SerializedNamedStateReader.Instance.EndMetaGroup(); } if (depth <= 7) { this.eventReceiver = (SerializedNamedStateReader.Instance.ReadUnityEngineObject(&var_0_cp_0[var_0_cp_1] + 1165) as GameObject); } this.callWhenFinished = (SerializedNamedStateReader.Instance.ReadString(&var_0_cp_0[var_0_cp_1] + 1179) as string); }
private static int get_disableWhenFinished(IntPtr L) { object obj = null; int result; try { obj = ToLua.ToObject(L, 1); UIPlayTween uIPlayTween = (UIPlayTween)obj; DisableCondition disableWhenFinished = uIPlayTween.disableWhenFinished; ToLua.Push(L, disableWhenFinished); result = 1; } catch (Exception ex) { result = LuaDLL.toluaL_exception(L, ex, (obj != null) ? ex.Message : "attempt to index disableWhenFinished on a nil value"); } return(result); }
private static int set_disableWhenFinished(IntPtr L) { object obj = null; int result; try { obj = ToLua.ToObject(L, 1); UIPlayTween uIPlayTween = (UIPlayTween)obj; DisableCondition disableWhenFinished = (DisableCondition)((int)ToLua.CheckObject(L, 2, typeof(DisableCondition))); uIPlayTween.disableWhenFinished = disableWhenFinished; result = 0; } catch (Exception ex) { result = LuaDLL.toluaL_exception(L, ex, (obj != null) ? ex.Message : "attempt to index disableWhenFinished on a nil value"); } return(result); }
/// <summary> /// Play the specified animation on the specified object. /// </summary> public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!anim.gameObject.active) { // If the object is disabled, don't do anything if (enableBeforePlay != EnableCondition.EnableThenPlay) return null; // Enable the game object before animating it anim.gameObject.SetActiveRecursively(true); } ActiveAnimation aa = anim.GetComponent<ActiveAnimation>(); if (aa != null) aa.enabled = true; else aa = anim.gameObject.AddComponent<ActiveAnimation>(); aa.mAnim = anim; aa.mDisableDirection = (Direction)(int)disableCondition; aa.Play(clipName, playDirection); return aa; }
/// <summary> /// Play the specified animation on the specified object. /// </summary> static public ActiveAnimation Play(Animator anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !anim.gameObject.activeSelf) { // If the object is disabled, don't do anything if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } // Enable the game object before animating it anim.gameObject.SetActive(true); // Refresh all panels right away so that there is no one frame delay } ActiveAnimation aa = anim.GetComponent <ActiveAnimation>(); if (aa == null) { aa = anim.gameObject.AddComponent <ActiveAnimation>(); } aa.mAnimator = anim; aa.mDisableDirection = (Direction)(int)disableCondition; if (aa.onFinished != null) { aa.onFinished.RemoveAllListeners(); } aa.Play(clipName, playDirection); if (aa.mAnim != null) { aa.mAnim.Sample(); } else if (aa.mAnimator != null) { aa.mAnimator.Update(0f); } return(aa); }
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!anim.gameObject.activeInHierarchy) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return null; } NGUITools.SetActive(anim.gameObject, true); } ActiveAnimation component = anim.GetComponent<ActiveAnimation>(); if (component == null) { component = anim.gameObject.AddComponent<ActiveAnimation>(); } else { component.enabled = true; } component.mAnim = anim; component.mDisableDirection = (Direction)disableCondition; component.Play(clipName, playDirection); return component; }
/// <summary> /// Play the specified animation on the specified object. /// </summary> static public ActiveAnimation Play(Animator anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(anim.gameObject)) { // If the object is disabled, don't do anything if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } // Enable the game object before animating it NGUITools.SetActive(anim.gameObject, true); } ActiveAnimation aa = anim.GetComponent <ActiveAnimation>(); if (aa == null) { aa = anim.gameObject.AddComponent <ActiveAnimation>(); } aa.mAnimator = anim; aa.mDisableDirection = (Direction)(int)disableCondition; aa.onFinished.Clear(); aa.Play(clipName, playDirection); if (aa.mAnim != null) { aa.mAnim.Sample(); } else if (aa.mAnimator != null) { aa.mAnimator.Update(0f); } return(aa); }
public static void TweenPlay(GameObject go, int tweenGroup, Direction playDirection, bool resetOnPlay, EnableCondition ifDisabledOnPlay, DisableCondition disableWhenFinished, bool includeChildren) { if (!go.activeSelf) { // If the object is disabled, don't do anything if (ifDisabledOnPlay != EnableCondition.EnableThenPlay) { return; } // Enable the game object before tweening it NGUITools.SetActive(go, true); } // Gather the tweening components UITweener[] mTweens = includeChildren ? go.GetComponentsInChildren <UITweener>() : go.GetComponents <UITweener>(); if (mTweens.Length == 0) { // No tweeners found -- should we disable the object? if (disableWhenFinished != DisableCondition.DoNotDisable) { NGUITools.SetActive(go, false); } } else { bool activated = false; // Run through all located tween components for (int i = 0, imax = mTweens.Length; i < imax; ++i) { UITweener tw = mTweens[i]; // If the tweener's group matches, we can work with it if (tw.tweenGroup == tweenGroup) { // Ensure that the game objects are enabled if (!activated && !go.activeSelf) { activated = true; NGUITools.SetActive(go, true); } // Toggle or activate the tween component if (playDirection == Direction.Toggle) { tw.Toggle(); } else if (playDirection == Direction.Forward) { tw.Play(true); } else { tw.Play(false); } if (resetOnPlay) { tw.Reset(); } } } } }
public static ActiveAnimation Play(Animator anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(((Component)anim).gameObject)) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } NGUITools.SetActive(((Component)anim).gameObject, state: true); UIPanel[] componentsInChildren = ((Component)anim).gameObject.GetComponentsInChildren <UIPanel>(); int i = 0; for (int num = componentsInChildren.Length; i < num; i++) { componentsInChildren[i].Refresh(); } } ActiveAnimation activeAnimation = ((Component)anim).GetComponent <ActiveAnimation>(); if (activeAnimation == null) { activeAnimation = ((Component)anim).gameObject.AddComponent <ActiveAnimation>(); } activeAnimation.mAnimator = anim; activeAnimation.mDisableDirection = (Direction)disableCondition; activeAnimation.onFinished.Clear(); activeAnimation.Play(clipName, playDirection); if ((Object)activeAnimation.mAnim != null) { activeAnimation.mAnim.Sample(); } else if ((Object)activeAnimation.mAnimator != null) { activeAnimation.mAnimator.Update(0f); } return(activeAnimation); }
public static ActiveAnimation Play(Animation anim, string clipName, AnimationOrTween.Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!NGUITools.GetActive(anim.gameObject)) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return null; } NGUITools.SetActive(anim.gameObject, true); UIPanel[] componentsInChildren = anim.gameObject.GetComponentsInChildren<UIPanel>(); int index = 0; int length = componentsInChildren.Length; while (index < length) { componentsInChildren[index].Refresh(); index++; } } ActiveAnimation component = anim.GetComponent<ActiveAnimation>(); if (component == null) { component = anim.gameObject.AddComponent<ActiveAnimation>(); } component.mAnim = anim; component.mDisableDirection = (AnimationOrTween.Direction) disableCondition; component.onFinished.Clear(); component.Play(clipName, playDirection); return component; }
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!NGUITools.GetActive(anim.gameObject)) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } NGUITools.SetActive(anim.gameObject, true); UIPanel[] componentsInChildren = anim.gameObject.GetComponentsInChildren <UIPanel>(); int i = 0; int num = componentsInChildren.Length; while (i < num) { componentsInChildren[i].Refresh(); i++; } } ActiveAnimation activeAnimation = anim.GetComponent <ActiveAnimation>(); if (activeAnimation == null) { activeAnimation = anim.gameObject.AddComponent <ActiveAnimation>(); } activeAnimation.mAnim = anim; activeAnimation.mDisableDirection = (Direction)disableCondition; activeAnimation.eventReceiver = null; activeAnimation.callWhenFinished = null; activeAnimation.onFinished = null; activeAnimation.Play(clipName, playDirection); return(activeAnimation); }
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!NGUITools.GetActive(anim.get_gameObject())) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } NGUITools.SetActive(anim.get_gameObject(), true); UIPanel[] componentsInChildren = anim.get_gameObject().GetComponentsInChildren <UIPanel>(); int i = 0; int num = componentsInChildren.Length; while (i < num) { componentsInChildren[i].Refresh(); i++; } } ActiveAnimation activeAnimation = anim.GetComponent <ActiveAnimation>(); if (activeAnimation == null) { activeAnimation = anim.get_gameObject().AddComponent <ActiveAnimation>(); } activeAnimation.mAnim = anim; activeAnimation.mDisableDirection = (Direction)disableCondition; activeAnimation.onFinished.Clear(); activeAnimation.Play(clipName, playDirection); if (activeAnimation.mAnim != null) { activeAnimation.mAnim.Sample(); } else if (activeAnimation.mAnimator != null) { activeAnimation.mAnimator.Update(0f); } return(activeAnimation); }
public static ActiveAnimation Play(Animator anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { //IL_0008: Unknown result type (might be due to invalid IL or missing references) //IL_000d: Expected O, but got Unknown //IL_0021: Unknown result type (might be due to invalid IL or missing references) //IL_0027: Expected O, but got Unknown //IL_002d: Unknown result type (might be due to invalid IL or missing references) //IL_006a: Unknown result type (might be due to invalid IL or missing references) if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(anim.get_gameObject())) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } NGUITools.SetActive(anim.get_gameObject(), true); UIPanel[] componentsInChildren = anim.get_gameObject().GetComponentsInChildren <UIPanel>(); int i = 0; for (int num = componentsInChildren.Length; i < num; i++) { componentsInChildren[i].Refresh(); } } ActiveAnimation activeAnimation = anim.GetComponent <ActiveAnimation>(); if (activeAnimation == null) { activeAnimation = anim.get_gameObject().AddComponent <ActiveAnimation>(); } activeAnimation.mAnimator = anim; activeAnimation.mDisableDirection = (Direction)disableCondition; activeAnimation.onFinished.Clear(); activeAnimation.Play(clipName, playDirection); if (activeAnimation.mAnim != null) { activeAnimation.mAnim.Sample(); } else if (activeAnimation.mAnimator != null) { activeAnimation.mAnimator.Update(0f); } return(activeAnimation); }
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!NGUITools.GetActive(anim.gameObject)) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } NGUITools.SetActive(anim.gameObject, true); var componentsInChildren = anim.gameObject.GetComponentsInChildren <UIPanel>(); var index = 0; var length = componentsInChildren.Length; while (index < length) { componentsInChildren[index].Refresh(); index++; } } var component = anim.GetComponent <ActiveAnimation>(); if (component == null) { component = anim.gameObject.AddComponent <ActiveAnimation>(); } component.mAnim = anim; component.mDisableDirection = (Direction)disableCondition; component.eventReceiver = null; component.callWhenFinished = null; component.onFinished = null; component.Play(clipName, playDirection); return(component); }
public static ActiveAnimation Play(Animator anim, String clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(anim.gameObject)) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return((ActiveAnimation)null); } NGUITools.SetActive(anim.gameObject, true); UIPanel[] componentsInChildren = anim.gameObject.GetComponentsInChildren <UIPanel>(); Int32 i = 0; Int32 num = (Int32)componentsInChildren.Length; while (i < num) { componentsInChildren[i].Refresh(); i++; } } ActiveAnimation activeAnimation = anim.GetComponent <ActiveAnimation>(); if (activeAnimation == (UnityEngine.Object)null) { activeAnimation = anim.gameObject.AddComponent <ActiveAnimation>(); } activeAnimation.mAnimator = anim; activeAnimation.mDisableDirection = (Direction)disableCondition; activeAnimation.onFinished.Clear(); activeAnimation.Play(clipName, playDirection); if (activeAnimation.mAnim != (UnityEngine.Object)null) { activeAnimation.mAnim.Sample(); } else if (activeAnimation.mAnimator != (UnityEngine.Object)null) { activeAnimation.mAnimator.Update(0f); } return(activeAnimation); }
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!NGUITools.GetActive(anim.gameObject)) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return null; } NGUITools.SetActive(anim.gameObject, true); UIPanel[] componentsInChildren = anim.gameObject.GetComponentsInChildren<UIPanel>(); int i = 0; int num = componentsInChildren.Length; while (i < num) { componentsInChildren[i].Refresh(); i++; } } ActiveAnimation activeAnimation = anim.GetComponent<ActiveAnimation>(); if (activeAnimation == null) { activeAnimation = anim.gameObject.AddComponent<ActiveAnimation>(); } activeAnimation.mAnim = anim; activeAnimation.mDisableDirection = (Direction)disableCondition; activeAnimation.onFinished.Clear(); activeAnimation.Play(clipName, playDirection); if (activeAnimation.mAnim != null) { activeAnimation.mAnim.Sample(); } else if (activeAnimation.mAnimator != null) { activeAnimation.mAnimator.Update(0f); } return activeAnimation; }
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition) { if (!anim.gameObject.activeInHierarchy) { if (enableBeforePlay != EnableCondition.EnableThenPlay) { return(null); } NGUITools.SetActive(anim.gameObject, true); } ActiveAnimation component = anim.GetComponent <ActiveAnimation>(); if (component == null) { component = anim.gameObject.AddComponent <ActiveAnimation>(); } else { component.enabled = true; } component.mAnim = anim; component.mDisableDirection = (Direction)disableCondition; component.Play(clipName, playDirection); return(component); }