/// <summary> /// General loading show /// </summary> /// <param name="loadingText"><B>[Optional]</B> a string to show on loading screen</param> /// <param name="loop"><B>[Optional]</B> determine if you want a looped progress bar or not, <B>if not</B> a normal progress bar is showed.</param> public void Show(string loadingText = "", bool loop = true) { text.text = loadingText; progressBar.gameObject.SetActive(!loop); loopProgressBar.SetActive(loop); isShown = true; transition.Show(); }
public void ShowInformation(string title, string description) { if (!enabled || modelsInfo.shown) { return; } this.title.text = title; this.description.text = description; this.title.transform.parent.GetComponent <ContentSizeFitter>().enabled = false; Invoke("SetItActive", 0.2f); modelsInfo.Show(); }
/// <summary> /// Shows an overlay over the given rect area. /// </summary> /// <param name="rect">the rect that will be covered by the overlayLoading</param> public void Show(RectTransform rect) { UITransition overlayImage = Instantiate(overlayPrefab, rect); RectTransform rt = overlayImage.GetComponent <RectTransform>(); rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; rt.sizeDelta = Vector2.zero; rt.SetParent(rect); rt.SetAsLastSibling(); if (rt.GetComponentInParent <ScrollRect>()) { rt.GetComponentInParent <ScrollRect>().enabled = false; } overlayImage.Show(); overlayImage.onHidden.AddListener(delegate { Destroy(overlayImage.gameObject); if (rt.GetComponentInParent <ScrollRect>()) { rt.GetComponentInParent <ScrollRect>().enabled = true; } }); anchoredLoadings.Add(overlayImage); }
private void ShowText() { text.gameObject.SetActive(true); transition.Show(); }