Inheritance: UnityEngine.MonoBehaviour
Exemple #1
0
        public bool PanCursorWithAction(CursorPanGroup group, CursorButton button, TutorialAIManager manager, float delayTime, string methodName)
        {
            if (this.isPanning)
            {
                return(false);
            }

            this.startingPosition            = group.start;
            this.endingPosition              = group.end;
            this.rectTransform.localPosition = group.start;
            this.panningElapsedTime          = 0f;
            this.isAppearing = true;


            ObtainStartingPosition s = this.GetComponentInChildren <ObtainStartingPosition>();

            s.rectTransform.localPosition = group.start;
            ObtainEndingPosition e = this.GetComponentInChildren <ObtainEndingPosition>();

            e.rectTransform.localPosition = group.end;

            if (!button.Equals(CursorButton.Nothing))
            {
                this.icon.SetButton(button);
                this.buttonPressedElapsedTime = 0f;
                this.isButtonPressed          = true;
            }

            manager.Invoke(methodName, delayTime);
            return(true);
        }
Exemple #2
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        public bool PanCursorWithHeldAction(CursorPanGroup group, CursorButton button, TutorialAIManager manager, float delayTime, string methodName, bool heldFlag)
        {
            if (this.isPanning)
            {
                return(false);
            }

            this.startingPosition            = group.start;
            this.endingPosition              = group.end;
            this.rectTransform.localPosition = group.start;
            this.panningElapsedTime          = 0f;
            this.isAppearing = true;


            //NOTE(Thompson): I have no idea what the codes below are doing. CursorPanGroup should already have the coordinates set before this.
            ObtainStartingPosition s = this.GetComponentInChildren <ObtainStartingPosition>();

            s.rectTransform.localPosition = group.start;
            ObtainEndingPosition e = this.GetComponentInChildren <ObtainEndingPosition>();

            e.rectTransform.localPosition = group.end;

            if (!button.Equals(CursorButton.Nothing))
            {
                this.icon.SetButton(button);
                this.buttonPressedElapsedTime = 0f;
                this.isButtonPressed          = true;
                this.isButtonHeld             = heldFlag;
            }

            manager.Invoke(methodName, delayTime);
            return(true);
        }
Exemple #3
0
        /// <summary>
        /// True if the cursor is already panning, and I do not want to disturb the panning in progress.
        /// False if the cursor has finished panning, and there's nothing else to do.
        /// </summary>
        /// <param name="start">Vector3 position to indicate where the cursor begins the panning animation.</param>
        /// <param name="end">Vector3 position to indicate where the cursor ends in the panning animation.</param>
        /// <returns></returns>
        public bool PanCursor(CursorPanGroup group, CursorButton button)
        {
            if (this.isPanning)
            {
                return(false);
            }
            this.startingPosition            = group.start;
            this.endingPosition              = group.end;
            this.rectTransform.localPosition = group.start;
            this.panningElapsedTime          = 0f;
            this.isAppearing = true;


            ObtainStartingPosition s = this.GetComponentInChildren <ObtainStartingPosition>();

            s.rectTransform.localPosition = group.start;
            ObtainEndingPosition e = this.GetComponentInChildren <ObtainEndingPosition>();

            e.rectTransform.localPosition = group.end;

            if (!button.Equals(CursorButton.Nothing))
            {
                this.icon.SetButton(button);
                this.buttonPressedElapsedTime = 0f;
                this.isButtonPressed          = true;
                this.isButtonHeld             = false;
            }

            return(true);
        }