// Queues a transition to play following the previous (currently-running) transition protected void QueueTransition(int newState, int prevState, bool suppressTransition) { if (deleted) { return; } nextTransition = transitions[newState].list[DetermineNextTransition(newState, prevState)]; nextState = (CONTROL_STATE)newState; if (suppressTransition) { prevTransition.End(); prevTransition = nextTransition; prevTransition.Start(); prevTransition.End(); // Immediately place the transition into its "end state". return; } // See if we've already queued to run a follow-up transition: if (!transitionQueued) { prevTransition.AddTransitionEndDelegate(RunFollowupTrans); } transitionQueued = true; }
void Start() { bringInFoward = interPanel.GetTransition(UIPanelManager.SHOW_MODE.BringInForward); dismissForwad = interPanel.GetTransition(UIPanelManager.SHOW_MODE.DismissForward); bringInFoward.AddTransitionEndDelegate(AppearEnd); dismissForwad.AddTransitionEndDelegate(HideEnd); }
// Queues a transition to play following the previous (currently-running) transition protected void QueueTransition(int newState, int prevState) { if (deleted) { return; } nextTransition = transitions[newState].list[DetermineNextTransition(newState, prevState)]; // See if we've already queued to run a follow-up transition: if (!transitionQueued) { prevTransition.AddTransitionEndDelegate(RunFollowupTrans); } transitionQueued = true; }