Exemple #1
0
    public void ShowFullArt(
        Script_FullArt fullArt,
        FadeSpeeds fadeInSpeed,
        Action cb,
        FullArtState _state
        )
    {
        state = _state;

        HandleFullArtSortingOrder();

        fullArtCanvasGroup.alpha = 1;
        fullArtCanvasGroup.gameObject.SetActive(true);

        fullArt.Setup();
        fullArt.gameObject.SetActive(true);

        // fade in
        activeFullArt = fullArt;
        fullArt.FadeIn(fadeInSpeed, cb);

        // fade in global bg
        Script_FullArtBgCanvasGroup bg = bgs[(int)fullArt.bg];

        bg.gameObject.SetActive(true);
        bg.FadeIn(fadeInSpeed, null, bgAlpha);
    }
Exemple #2
0
    /// <summary>
    /// fade out the designated prefab canvas
    /// this ends the viewing state,
    /// use TransitionOutFullArt instead for transitioning to next
    /// </summary>
    public void HideFullArt(
        Script_FullArt fullArt,
        FadeSpeeds fadeOutSpeed,
        Action cb
        )
    {
        Debug.Log("HideFullArt() called");
        // fade out global bg
        Script_FullArtBgCanvasGroup bg = bgs[(int)fullArt.bg];

        bg.FadeOut(fadeOutSpeed, () => bg.gameObject.SetActive(false));

        fullArt.FadeOut(fadeOutSpeed, () =>
        {
            fullArtCanvasGroup.alpha = 0f;
            fullArtCanvasGroup.gameObject.SetActive(false);

            if (Script_Game.Game.GetPlayer().State == Const_States_Player.Viewing)
            {
                Script_Game.Game.GetPlayer().SetIsInteract();
            }

            activeFullArt = null;
            if (cb != null)
            {
                cb();
            }
        });
    }