public override bool Maximize()
        {
            if (base.Maximize())
            {
                CloseButton.gameObject.SetActive(true);
                ContainerDisplayParentTransform.gameObject.SetActive(true);
                StackContainerInterfaceTransform.gameObject.SetActive(true);
                InventoryTabs.Show();

                CraftingInterface.ClearCrafting();
                //if we had a container open, clear it
                StackContainerInterface.ClearContainer();
                QuickslotsDisplay.EnableColliders(true);
                InventoryTabsAnchor.relativeOffset = Vector2.zero;
                GUIManager.Get.NGUIMessageDisplay.HideImmediately();
                for (int i = 0; i < StackContainerDisplays.Count; i++)
                {
                    StackContainerDisplays[i].Show();
                }
                FrontiersInterface.Widget w = FirstInterfaceObject;
                GUICursor.Get.SelectWidget(w);
                mFollowWidgetFlag = w.Flag;
                return(true);
            }
            return(false);
        }
Exemple #2
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        public override bool Maximize()
        {
            if (base.Maximize())
            {
                LogInterfaceAnchor.enabled = true;

                                                                #if UNITY_EDITOR
                if (VRManager.VRMode | VRManager.VRTestingMode)
                {
                                                                #else
                if (VRManager.VRMode)
                {
                                                                #endif
                    VRManager.Get.ResetInterfacePosition();
                    transform.localPosition = VRModeOffsetFocusLog;
                }
                else
                {
                    transform.localPosition = Vector3.zero;
                }
                CloseButton.gameObject.SetActive(true);
                Tabs.Show();
            }
            return(false);
        }
Exemple #3
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 public void Show()
 {
     gameObject.SetLayerRecursively(Globals.LayerNumGUIRaycast, Globals.TagIgnoreTab);
     for (int i = 0; i < Panels.Count; i++)
     {
         Panels[i].enabled = true;
     }
     for (int i = 0; i < Children.Count; i++)
     {
         Children[i].Show();
     }
     if (HasSubTabs)
     {
         SubTabs.Show();
     }
 }