public override void AfterSwitch(FageStateMachine stateMachine, string beforeId)
    {
        base.AfterSwitch (stateMachine, beforeId);
        FageUIManager manager = stateMachine as FageUIManager;
        _curtain = manager.canvas.GetComponentInChildren<IFageUICurtainComponent>();
        if (_curtain == null)
            throw new UnityException("no interface found : IFageUICurtainComponent");

        _curtain.StartOpen(OnOpenComplete);
    }
Exemple #2
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    public override void AfterSwitch(FageStateMachine stateMachine, string beforeId)
    {
        base.AfterSwitch(stateMachine, beforeId);
        FageUIManager manager = stateMachine as FageUIManager;

        _curtain = manager.canvas.GetComponentInChildren <IFageUICurtainComponent>();
        if (_curtain == null)
        {
            throw new UnityException("no interface found : IFageUICurtainComponent");
        }

        _curtain.StartOpen(OnOpenComplete);
    }
    public override void AfterSwitch(FageStateMachine stateMachine, string beforeId)
    {
        base.AfterSwitch(stateMachine, beforeId);
        FageUIManager manager = stateMachine as FageUIManager;
        FageUIRequest request = manager.GetRequests().Peek() as FageUIRequest;

        if ((request.uiCurtain == null) || (request.levelName == null))
        {
            throw new UnityException("parameter (FageUICurtain, levelName) is required");
        }

        GameObject go = GameObject.Instantiate(FageBundleLoader.Instance.Load(request.uiCurtain) as GameObject);

        go.transform.SetParent(manager.canvas, false);
        IFageUICurtainComponent curtain = go.GetComponent <IFageUICurtainComponent> ();

        if (curtain == null)
        {
            throw new UnityException("no interface found : IFageUICurtainComponent");
        }

        curtain.StartClose(OnCloseComplete);
    }
Exemple #4
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 public override void BeforeSwitch(FageStateMachine stateMachine, string afterId)
 {
     base.BeforeSwitch(stateMachine, afterId);
     _curtain = null;
 }
 public override void BeforeSwitch(FageStateMachine stateMachine, string afterId)
 {
     base.BeforeSwitch (stateMachine, afterId);
     _curtain = null;
 }