private static ToastsUi InitToastsUi() { var targetCanvas = RootCanvas.GetOrAddRootCanvas().gameObject; var toastContainer = targetCanvas.AddChild(ResourcesV2.LoadPrefab("Messages/ToastContainer1")); return(toastContainer.GetOrAddComponent <ToastsUi>()); }
static void AddViewInViewStack() { RootCanvas.GetOrAddRootCanvas(); // Ensure there is a root canvas var view = AddViewToRootCanvas(ResourcesV2.LoadPrefab("Canvas/DefaultViewStackView")); view.name = "View " + (view.transform.GetSiblingIndex() + 1); }
private static LogConsoleUi InitLogConsoleUi() { var targetCanvas = RootCanvas.GetOrAddRootCanvas().gameObject; var toastContainer = targetCanvas.AddChild(ResourcesV2.LoadPrefab("Messages/LogConsoleUi1")); return(toastContainer.GetComponentInChildren <LogConsoleUi>()); }
private static SnackbarsUi InitSnackbarsUi() { var targetCanvas = RootCanvas.GetOrAddRootCanvas().gameObject; var snackbarContainer = targetCanvas.AddChild(ResourcesV2.LoadPrefab("Messages/SnackbarContainer1")); return(snackbarContainer.GetOrAddComponent <SnackbarsUi>()); }
private static ProgressUi NewGlobalProgressUi(ProgressManager pm, string prefab = "Progress/GlobalProgressOverlay1") { ProgressUi progressUi; var go = RootCanvas.GetOrAddRootCanvas().gameObject.AddChild(ResourcesV2.LoadPrefab(prefab)); progressUi = go.GetComponentInChildren <ProgressUi>(); progressUi.progressManager = pm; return(progressUi); }
private static GameObject AddViewToRootCanvas(GameObject viewInViewStack) { Canvas rootCanvas = RootCanvas.GetOrAddRootCanvas(); rootCanvas.gameObject.AddChild(viewInViewStack); viewInViewStack.name += " " + rootCanvas.gameObject.GetChildCount(); viewInViewStack.GetOrAddComponent <RectTransform>().SetAnchorsStretchStretch(); SelectInHirarchyUi(viewInViewStack); return(viewInViewStack); }
private async Task SimulateConfirmButtonClick() { if (simulateUserInput) { await TaskV2.Delay(waitDurationPerDialogInMS); Log.d("Now simulating the user clicking on the confirm button"); RootCanvas.GetOrAddRootCanvas().gameObject.GetLinkMap().Get <Button>("ConfirmButton").onClick.Invoke(); } }
/// <summary> This example shows how to use the DialogLoader manually to have full control over the UI presenter </summary> private async Task UseDialogLoaderManually() { var loader = new DialogLoader <ConfirmCancelDialog>(new ConfirmCancelDialog(caption: "I am a dialog", message: "I can be awaited in the code, the async or coroutine can wait for the user " + "to make a decision (select cancel or confirm) before the code continues!")); GameObject dialogUi = loader.LoadDialogPrefab(new ConfirmCancelDialog.DefaultPresenter(), dialogPrefabName: "Dialogs/DefaultDialog1"); RootCanvas.GetOrAddRootCanvas().gameObject.AddChild(dialogUi); // Add dialog UI in a canvas var waitForUserInputInDialogTask = loader.ShowDialogAsync(); AssertV2.IsFalse(loader.data.dialogWasConfirmed, "Dialog was already confirmed!"); await SimulateConfirmButtonClick(); ConfirmCancelDialog dialog = await waitForUserInputInDialogTask; // Wait until user clicks cancel or confirm AssertV2.IsTrue(dialog.dialogWasConfirmed, "Dialog was not confirmed!"); }
public static IEnumerator RunTest <T>(string prefabName) where T : UnitTestMono { var ui = RootCanvas.GetOrAddRootCanvas().gameObject.AddComponent <ViewStack>().ShowView(prefabName); yield return(RunTest <T>(ui)); }
private static IEnumerable <GameObject> GetAllActiveViewsInViewStack() { return(RootCanvas.GetOrAddRootCanvas().gameObject.GetChildrenIEnumerable().Filter(v => v.activeInHierarchy)); }
/// <summary> Creates a new view stack and adds the specified Prefab to this stack </summary> /// <returns> The IEnumerator that can be awaited by the calling test </returns> public static IEnumerator LoadAndRunUiTest(string prefabName) { var viewStack = RootCanvas.GetOrAddRootCanvas().gameObject.AddComponent <ViewStack>(); yield return(viewStack.ShowView(prefabName).FindAndRunTest()); }