Esempio n. 1
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 // Use this for initialization
 void Start()
 {
     CurrState   = ChangeStates.goDim;
     theCanvas   = transform.FindDeepChild("Canvas").gameObject;
     offset      = transform.position;
     lastRoutine = null;
 }
Esempio n. 2
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 void OnExit()
 {
     CurrState = ChangeStates.goDim;
     if (lastRoutine == null)
     {
         lastRoutine = StartCoroutine(BufferWait());
     }
 }
Esempio n. 3
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 void OnTrack()
 {
     if (lastRoutine != null)
     {
         StopCoroutine(lastRoutine);
         lastRoutine = null;
         waiting     = false;
     }
     CurrState = ChangeStates.goSolid;
 }
Esempio n. 4
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 public virtual void ChangeState(User user, IssueState state)
 {
     if (State != state)
     {
         ChangeStates.Add(new ChangeState()
         {
             CreatedAt = DateTime.Now, IssueState = state, User = user, Issue = this
         });
     }
 }
Esempio n. 5
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 void OnHover()
 {
     Debug.Log("OnHover is called");
     if (lastRoutine != null)
     {
         StopCoroutine(lastRoutine);
         lastRoutine = null;
         waiting     = false;
     }
     CurrState = ChangeStates.goSolid;
 }
Esempio n. 6
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 void LostTrack()
 {
     CurrState   = ChangeStates.goDim;
     lastRoutine = StartCoroutine(BufferWait());
 }
Esempio n. 7
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 void OnLost()
 {
     Debug.Log("The object " + gameObject.name + "is lost. ");
     CurrState = ChangeStates.goDim;
 }
Esempio n. 8
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 void OnTrack()
 {
     Debug.Log("The object " + gameObject.name + "is tracked. ");
     CurrState = ChangeStates.goSolid;
 }
Esempio n. 9
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 // Use this for initialization
 void Start()
 {
     CurrState = ChangeStates.goDim;
 }