Exemple #1
0
    void UpdateBackground(bool anyScreenVisible, bool force)
    {
        if (m_Background == null)
        {
            return;
        }

        bool  display   = m_BackgroundCustomVisibility && anyScreenVisible;
        float tweenFrom = m_Background.FadeAlpha;
        float tweenTo   = 0.0f;

        m_Tweener.StopTweens(false);

        if (display == true)
        {
            tweenTo = 1.0f;

            if (m_Background.Visible == false)
            {
                m_Background.ShowImmediate(true);
            }
        }
        else if (display == false)
        {
            tweenTo = 0.0f;

            if (force == true)
            {
                m_Background.ShowImmediate(false);
            }
        }

        if (force == true)
        {
            m_Background.SetFadeAlpha(tweenTo, true);
        }
        else
        {
            m_BackgroundAlpha = tweenFrom;
            m_Tweener.TweenTo(this,
                              "m_BackgroundAlpha",
                              tweenTo,
                              0.15f,
                              Tween.Easing.Linear.EaseNone,
                              (tween, finished) =>
            {
                m_Background.SetFadeAlpha(m_BackgroundAlpha, true);
                if (finished == true && m_Background.FadeAlpha == 0.0f)
                {
                    m_Background.ShowImmediate(false);
                }
            });
        }
    }
Exemple #2
0
 void Suspend(bool suspend)
 {
     if (m_Initialised && m_Visible)
     {
         //m_Pivot.Show(!suspend);
         m_Layout.ShowImmediate(!suspend, false);
         m_Suspended = suspend;
     }
 }
Exemple #3
0
    //---------------------------------------------------------
    void LateUpdate()
    {
        if (m_UiCamera.enabled == false)
        {
            return;
        }

#if UNITY_EDITOR
// AX : Debug code for testing localizations...
        if (Input.GetKeyDown(KeyCode.Keypad0))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad0) -> English.Old");
            TextDatabase.instance.Reload(SystemLanguage.English);
            OnLanguageChanged("English.Old");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad1))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad1) -> English");
            TextDatabase.instance.Reload(SystemLanguage.English);
            OnLanguageChanged("English");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad2))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad2) -> German");
            TextDatabase.instance.Reload(SystemLanguage.German);
            OnLanguageChanged("German");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad3))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad3) -> French");
            TextDatabase.instance.Reload(SystemLanguage.French);
            OnLanguageChanged("French");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad4))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad4) -> Italian");
            TextDatabase.instance.Reload(SystemLanguage.Italian);
            OnLanguageChanged("Italian");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad5))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad5) -> Spanish");
            TextDatabase.instance.Reload(SystemLanguage.Spanish);
            OnLanguageChanged("Spanish");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad6))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad6) -> Russian");
            TextDatabase.instance.Reload(SystemLanguage.Russian);
            OnLanguageChanged("Russian");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad7))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad7) -> Chinese");
            TextDatabase.instance.Reload(SystemLanguage.Chinese);
            OnLanguageChanged("Chinese");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad8))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad8) -> Japanese");
            TextDatabase.instance.Reload(SystemLanguage.Japanese);
            OnLanguageChanged("Japanese");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad9))
        {
            Debug.Log("Input.GetKeyDown(KeyCode.Keypad9) -> Korean");
            TextDatabase.instance.Reload(SystemLanguage.Korean);
            OnLanguageChanged("Korean");
        }
#endif //UNITY_EDITOR

        // update layouts
        foreach (var layout in m_Layouts)
        {
            if (layout == null)
            {
                continue;
            }

            if (layout.IsVisible() == true || layout.IsDirty == true)
            {
                layout.GUIUpdate(1.0f);
            }
        }

        // Show/Hide widgets (in order of demands)
        if (m_ObjectsToChangeVisibility != null && m_ObjectsToChangeVisibility.Count > 0)
        {
            List <S_ObjectToChangeVisibility> objectsToChangeVisibility = new List <S_ObjectToChangeVisibility>(m_ObjectsToChangeVisibility.Count);
            objectsToChangeVisibility.AddRange(m_ObjectsToChangeVisibility);
            m_ObjectsToChangeVisibility.RemoveRange(0, m_ObjectsToChangeVisibility.Count);

            foreach (var vObj in objectsToChangeVisibility)
            {
                GUIBase_Layout layout = vObj.m_GObj.GetComponent <GUIBase_Layout>();
                if (layout != null)
                {
                    layout.ShowImmediate(vObj.m_Visible);
                }
                else
                {
                    GUIBase_Widget widget = vObj.m_GObj.GetComponent <GUIBase_Widget>();
                    if (widget != null)
                    {
                        widget.ShowImmediate(vObj.m_Visible, vObj.m_Recursive);
                    }
                }
            }
        }

        // activate / deactivate GUI renderers acording to its active sprites
        if (m_RenderersForActivation.Count > 0)
        {
            foreach (MFGuiRenderer renderer in m_RenderersForActivation)
            {
                if (renderer == null)
                {
                    continue;
                }

                bool       shouldBeActive = renderer.IsAnySpriteActive();
                GameObject renderObj      = renderer.gameObject;

                if (shouldBeActive != renderObj.activeSelf)
                {
                    renderObj.SetActive(shouldBeActive);
                }
            }
            m_RenderersForActivation.Clear();
        }
    }