void Awake() { LayerKernel.WaitFor(0.1f, () => EventSystem.current.SetSelectedGameObject(fieldInput.gameObject)); processorConsole = LayerKernel.Get <ProcessorConsole> (); canvasGroup = GetComponent <CanvasGroup> (); canvasGroup.alpha = 0; }
public static void Add(string sceneName) { var buildIndex = LayerKernel.SceneIndexFromName(sceneName); DebugScene(buildIndex); Add(buildIndex); }
IEnumerator _ColorLine() { var textInfo = fieldInput.textComponent.textInfo; fieldInput.textComponent.ForceMeshUpdate(); Color32[] newVertexColors; Color32 c0 = fieldInput.textComponent.color; fieldInput.textComponent.renderMode = TextRenderFlags.DontRender; yield return(new WaitForSeconds(0.1f)); while (true) { var characterCount = textInfo.characterCount; if (characterCount == 0) { yield return(new WaitForSeconds(0.25f)); continue; } for (var i = 0; i < characterCount; i++) { if (!textInfo.characterInfo[i].isVisible) { continue; } var materialIndex = textInfo.characterInfo[i].materialReferenceIndex; newVertexColors = textInfo.meshInfo[materialIndex].colors32; var vertexIndex = textInfo.characterInfo[i].vertexIndex; if (i >= size.x && i <= size.y) { c0 = new Color32(0, 205, 100, 255); } else { c0 = new Color32(255, 255, 255, 255); } newVertexColors[vertexIndex + 0] = c0; newVertexColors[vertexIndex + 1] = c0; newVertexColors[vertexIndex + 2] = c0; newVertexColors[vertexIndex + 3] = c0; } fieldInput.textComponent.UpdateVertexData(); if (LayerKernel.IsQuittingOrChangingScene()) { yield break; } yield return(new WaitForSeconds(UnityEngine.Time.deltaTime)); } }
void OnDisable() { if (LayerKernel.IsQuittingOrChangingScene()) { return; } fieldInput.text = string.Empty; fieldInput.onSubmit.RemoveListener(AddToConsole); fieldInput.onValueChanged.RemoveListener(ChangeText); if (EventSystem.current != null) { EventSystem.current.SetSelectedGameObject(null); } }
void OnDisable() { if (LayerKernel.IsQuittingOrChangingScene()) { return; } if (target != null) { foreach (var c in cacheFolds) { EditorPrefs.SetBool(string.Format($"{c.Value.atr.name}{c.Value.props[0].name}{target.name}"), c.Value.expanded); c.Value.Dispose(); } } }
static void ChangeOp(int buildIndex) { var nextIndex = buildIndex; LayerKernel.Initialized[buildIndex] = false; Closed(); Layer.ActiveLayer.Release(); LayerKernel.LoadJobs.Add(SceneManager.UnloadSceneAsync(Layer.ActiveLayer.Scene)); LayerKernel.LoadJobs.Add(Resources.UnloadUnusedAssets()); LayerKernel.LoadJobs.Add(SceneManager.LoadSceneAsync(buildIndex, LoadSceneMode.Additive)); Layer.ActiveLayer = null; LayerKernel.RunUnscaled(CoChangeOP()); IEnumerator CoChangeOP() { while (LayerKernel.LoadJobs.Count > 0) { yield return(0); } NextActiveSceneName = SceneManager.GetSceneByBuildIndex(nextIndex).name; } }
static void ChangeOp(string sceneName) { var nextScene = sceneName; LayerKernel.Initialized[SceneSub.GetLayerIndex(sceneName)] = false; Closed(); Layer.ActiveLayer.Release(); LayerKernel.LoadJobs.Add(SceneManager.UnloadSceneAsync(Layer.ActiveLayer.Scene)); LayerKernel.LoadJobs.Add(Resources.UnloadUnusedAssets()); LayerKernel.LoadJobs.Add(SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive)); Layer.ActiveLayer = null; LayerKernel.RunUnscaled(CoChangeOP()); IEnumerator CoChangeOP() { while (LayerKernel.LoadJobs.Count > 0) { yield return(0); } NextActiveSceneName = nextScene; } }
public PoolContainer PopulateWith(GameObject prefab, int amount, int amountPerTick = 10, int timeRate = 1) { var key = prefab.GetInstanceID(); Stack <GameObject> stack; var hasValue = cachedObjects.TryGetValue(key, out stack); if (!hasValue) { cachedObjects.Add(key, new Stack <GameObject>(amount)); } LayerKernel.Run(CoPop()); IEnumerator CoPop() { var delay = LayerKernel.Time.deltaTime; yield return(LayerKernel.Wait(delay)); for (var i = 0; i < amountPerTick; i++) { if (amount == 0) { break; } Populate(prefab, key); amount--; } if (amount > 0) { PopulateWith(prefab, amount, amountPerTick, timeRate); } } return(this); }
public override void Plug() { //LayerApp.Get<ProcessorConsole>().Setup(commandsDebug); LayerKernel.Add <ProcessorConsole>().Setup(commandsDebug); //Toolbox.Add<ProcessorConsole>().Setup(commandsDebug); }
public static void ChangeTo(string sceneName) { NextActiveSceneName = sceneName; ChangeOp(LayerKernel.SceneIndexFromName(sceneName)); }
public string Help() { //return Toolbox.Get<ProcessorConsole>().Help(); return(LayerKernel.Get <ProcessorConsole>().Help()); }