private void Construct(ICalibrateState _state, ARPlaneManager _planeManager, ARPointCloudManager _pointCloudManager, Settings _settings, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_settings = _settings; m_planeManager = _planeManager; m_pointCloudManager = _pointCloudManager; m_dialogBuilderFactory = _dialogBuilderFactory; UIFader fader = GetComponent <UIFader> (); fader.RegisterStateCallbacks((State)_state); ((State)_state).m_enteredState += Reset; m_planeSatisfaction = new ReactiveProperty <int> (); m_pointSatisfaction = new ReactiveProperty <int> (); m_resetButton.onClick.AddListener(Reset); m_skipButton.onClick.AddListener(OnSkipButtonPressed); gameObject.SetActive(false); }
private void Construct(IBuildSaveState _state, [Inject(Id = "TextValidateOutput")] Text _validateOutputText, [Inject(Id = "InputName")] InputField _inputNameField, [Inject(Id = "ButtonSaveTrack")] Button _saveButton, [Inject(Id = "ButtonCancel")] Button _cancelButton, [Inject(Id = "ButtonShare")] Button _shareButton, DialogBuilder.Factory _dialogBuilderFactory, IBuildStateMachine _buildSM, UpdateUseCase _useCase) { m_state = _state; m_session = _buildSM; m_useCase = _useCase; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks(( State )m_state); m_validateOutputText = _validateOutputText; m_validateOutputText.text = "Please enter a name for the Track"; m_inputNameField = _inputNameField; m_inputNameField.onValueChanged.AddListener(OnValueChanged); m_inputNameField.text = ""; m_saveButton = _saveButton; m_saveButton.onClick.AddListener(OnSaveButtonPressed); m_saveButton.interactable = false; _cancelButton.onClick.AddListener(OnCancelButtonPressed); m_dialogBuilderFactory = _dialogBuilderFactory; _shareButton.onClick.AddListener(OnShareButtonPressed); gameObject.SetActive(false); }
protected void Construct(PointRecorder.Factory _pointRecorderFactory, IFeaturePointsManager _trackBuilder, DialogBuilder.Factory _dialogBuilderFactory) { m_pointRecorderFactory = _pointRecorderFactory; m_trackBuilder = _trackBuilder; m_dialogBuilderFactory = _dialogBuilderFactory; }
private void Construct(IBuildStateMachine _session, DialogBuilder.Factory _dialogBuilderFactory, SignalBus _signalBus) { m_session = _session; m_dialogBuilderFactory = _dialogBuilderFactory; m_signalBus = _signalBus; Deactivate(); }
private void Construct(IBuildEditorState _state, [Inject(Id = "TrackParent")] ISplineManager _splineMgr, [Inject(Id = "TrackParent")] StreetView _streetView, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks(( State )m_state); gameObject.SetActive(false); m_streetView = _streetView; m_dialogBuilderFactory = _dialogBuilderFactory; }
private void Construct(IBuildObserveState _state, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_dialogBuilderFactory = _dialogBuilderFactory; m_backButton.onClick.AddListener(OnBackButtonPressed); m_editCopyButton.onClick.AddListener(OnEditCopyButtonPressed); m_raceButton.onClick.AddListener(OnRaceButtonPressed); UIFader fader = GetComponent <UIFader> (); fader.RegisterStateCallbacks((State)m_state); gameObject.SetActive(false); }
private void Construct(IBuildObserveDialogUI _buildObserveDialogUI, ObserveUseCase _useCase, DialogBuilder.Factory _dialogBuilderFactory, [Inject(Id = "TrackParent")] ISplineManager _splineManager, [Inject(Id = "TrackParent")] StreetView _streetView, SignalBus _signalBus, IFeaturePointsManager _featurePointsManager) { m_observeDialogUI = _buildObserveDialogUI; m_useCase = _useCase; m_dialogBuilderFactory = _dialogBuilderFactory; m_splineManager = _splineManager; m_streetView = _streetView; m_signalBus = _signalBus; m_featurePointsManager = _featurePointsManager; }
private void Construct([Inject(Id = "TrackParent")] ISplineManager _splineMgr, [Inject(Id = "TrackParent")] StreetView _streetView, DialogBuilder.Factory _dialogBuilderFactory, VehicleSpawnManager _vehicleManager, TouchInput _input, SignalBus _signalBus, [InjectOptional] IBuildStateMachine _buildSM) { m_streetView = _streetView; m_splineMgr = _splineMgr; m_dialogBuilderFactory = _dialogBuilderFactory; m_vehicleManager = _vehicleManager; m_input = _input; m_signalBus = _signalBus; m_buildSM = _buildSM; }
private void Construct(IBuildPaintState _state, [Inject(Id = "ButtonCancel")] Button _cancelButton, [Inject(Id = "ButtonDone")] Button _doneButton, [Inject(Id = "ButtonClear")] Button _clearButton, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_dialogBuilderFactory = _dialogBuilderFactory; // Listen for state events GetComponent <UIFader> ().RegisterStateCallbacks(( State )m_state); // register callbacks _cancelButton.onClick.AddListener(OnCancelButtonPressed); _doneButton.onClick.AddListener(OnDoneButtonPressed); _clearButton.onClick.AddListener(OnClearButtonPressed); // turn off this gameobject in case it is active gameObject.SetActive(false); }
public void Construct(DialogBuilder.Factory _builderFactory) { m_builderFactory = _builderFactory; }