Exemple #1
0
        /// <summary>
        /// Pops a hidden menu out of the stack, and
        /// changes the last menu already in the stack to visible
        /// </summary>
        internal IMenu PopFromManagedStack()
        {
            // Make sure this menu is already on top of the stack
            IMenu returnMenu = null;

            if (NumManagedMenus > 0)
            {
                // If so, pop the menu
                returnMenu = managedMenusStack.Pop();

                // Check if there are any other menus left
                if (NumManagedMenus > 0)
                {
                    // Change the top-most menu into visible
                    managedMenusStack.Peek().CurrentVisibility = IMenu.VisibilityState.Visible;
                }
                else
                {
                    // Lock the cursor to what the scene is set to
                    SceneChanger.RevertCursorLockMode();
                }

                // Unselect the highlighted item
                Events.SetSelectedGameObject(null);

                // Run the event that indicates the stack changed
                OnManagedMenusStackChanged?.Invoke(this);
            }
            return(returnMenu);
        }
Exemple #2
0
        /// <summary>
        /// Pushes a visible menu into the stack, and
        /// changes the other menus already in the stack to stand-by
        /// </summary>
        internal void PushToManagedStack(IMenu menu)
        {
            if (menu != null)
            {
                // Make sure the menu isn't already in the stack
                // (the stack is usually small, so this should be pretty efficient)
                if (managedMenusStack.Contains(menu) == false)
                {
                    // Change the top-most menu (if any) to stand-by
                    if (NumManagedMenus > 0)
                    {
                        managedMenusStack.Peek().CurrentVisibility = IMenu.VisibilityState.StandBy;
                    }
                    else
                    {
                        // Unlock the cursor
                        SceneTransitionManager.CursorMode = CursorLockMode.None;
                    }

                    // Push the current menu onto the stack
                    managedMenusStack.Push(menu);

                    // Unselect the highlighted item
                    Events.SetSelectedGameObject(null);

                    // Run the event that indicates the stack changed
                    OnManagedMenusStackChanged?.Invoke(this);
                }
            }
        }