Esempio n. 1
0
        protected override void OnRelease(PlayerActor player)
        {
            IState state = player.PlayerController.State;

            if (state is Normal || state is Onbu)
            {
                this._prevInteractionState = true;
                this._prevValidType        = Input.ValidType.Action;
                this._prevAcceptionState   = CommandLabel.AcceptionState.InvokeAcception;
            }
            if (this._prevInteractionState != player.CurrentInteractionState)
            {
                player.SetScheduledInteractionState(this._prevInteractionState);
                player.ReleaseInteraction();
            }
            if (this._prevValidType != Singleton <Input> .Instance.State)
            {
                Singleton <Input> .Instance.ReserveState(this._prevValidType);

                Singleton <Input> .Instance.SetupState();
            }
            if (this._prevAcceptionState == MapUIContainer.CommandLabel.Acception)
            {
                return;
            }
            MapUIContainer.SetCommandLabelAcception(this._prevAcceptionState);
        }
Esempio n. 2
0
        protected override void Awake()
        {
            base.Awake();
            if (Singleton <Game> .IsInstance())
            {
                if (Object.op_Inequality((Object)Singleton <Game> .Instance.Config, (Object)null))
                {
                    Object.Destroy((Object)((Component)Singleton <Game> .Instance.Config).get_gameObject());
                    Singleton <Game> .Instance.Config = (ConfigWindow)null;
                    GC.Collect();
                    Resources.UnloadUnusedAssets();
                }
                Singleton <Game> .Instance.Config = this;
            }
            this.timeScale = Time.get_timeScale();
            Time.set_timeScale(0.0f);
            if (!Singleton <Input> .IsInstance())
            {
                return;
            }
            this._validType = Singleton <Input> .Instance.State;
            Singleton <Input> .Instance.ReserveState(Input.ValidType.UI);

            Singleton <Input> .Instance.SetupState();
        }
        protected override void Awake()
        {
            if (Singleton <Game> .IsInstance())
            {
                Singleton <Game> .Instance.MapShortcutUI = this;
            }
            if (Singleton <Input> .IsInstance())
            {
                this._validType = Singleton <Input> .Instance.State;
                Singleton <Input> .Instance.ReserveState(Input.ValidType.UI);

                Singleton <Input> .Instance.SetupState();
            }
            Sprite sprite;

            this._imageTable.TryGetValue(MapShortcutUI.ImageIndex, out sprite);
            this._image.set_sprite(sprite);
        }
Esempio n. 4
0
        protected override void Awake()
        {
            if (Singleton <Game> .IsInstance())
            {
                Singleton <Game> .Instance.Dialog = this;
            }
            this._timeScale = Time.get_timeScale();
            Time.set_timeScale(0.0f);
            this._backColor    = ((Graphic)this._panel).get_color();
            this._offsetTarget = ((Graphic)this._back).get_rectTransform();
            this._offset       = this._offsetTarget.get_anchoredPosition();
            if (!Singleton <Input> .IsInstance())
            {
                return;
            }
            this._validType = Singleton <Input> .Instance.State;
            Singleton <Input> .Instance.ReserveState(Input.ValidType.UI);

            Singleton <Input> .Instance.SetupState();
        }
        protected override void OnAwake(PlayerActor player)
        {
            this._currentFarmPoint = player.CurrentFarmPoint;
            if (Object.op_Equality((Object)this._currentFarmPoint, (Object)null))
            {
                player.PlayerController.ChangeState("Normal");
            }
            else
            {
                this._input = Singleton <Input> .Instance;
                Input.ValidType state = this._input.State;
                this._input.ReserveState(Input.ValidType.UI);
                this._input.SetupState();
                this._input.ReserveState(state);
                MapUIContainer.SetCommandLabelAcception(CommandLabel.AcceptionState.None);
                MapUIContainer.SetVisibleHUD(false);
                int registerId = this._currentFarmPoint.RegisterID;
                List <AIProject.SaveData.Environment.ChickenInfo> chickenInfoList1 = (List <AIProject.SaveData.Environment.ChickenInfo>)null;
                Dictionary <int, List <AIProject.SaveData.Environment.ChickenInfo> > dictionary = !Singleton <Game> .IsInstance() ? (Dictionary <int, List <AIProject.SaveData.Environment.ChickenInfo> >)null : Singleton <Game> .Instance.Environment?.ChickenTable;

                if (dictionary != null && (!dictionary.TryGetValue(registerId, out chickenInfoList1) || chickenInfoList1 == null))
                {
                    List <AIProject.SaveData.Environment.ChickenInfo> chickenInfoList2 = new List <AIProject.SaveData.Environment.ChickenInfo>();
                    dictionary[registerId] = chickenInfoList2;
                    chickenInfoList1       = chickenInfoList2;
                }
                if (chickenInfoList1 == null)
                {
                    chickenInfoList1 = new List <AIProject.SaveData.Environment.ChickenInfo>();
                }
                MapUIContainer.ChickenCoopUI.currentChickens = chickenInfoList1;
                MapUIContainer.ChickenCoopUI.ClosedEvent     = (Action)(() => MapUIContainer.CommandList.Visibled = true);
                MapUIContainer.RefreshCommands(0, player.ChickenCoopCommandInfos);
                MapUIContainer.CommandList.CancelEvent = (Action)(() =>
                {
                    MapUIContainer.SetActiveCommandList(false);
                    player.PlayerController.ChangeState("Normal");
                });
                MapUIContainer.SetActiveCommandList(true, "鶏小屋");
            }
        }
Esempio n. 6
0
        protected override void Awake()
        {
            if (Singleton <Game> .IsInstance())
            {
                if (Object.op_Inequality((Object)Singleton <Game> .Instance.Dialog, (Object)null))
                {
                    Singleton <Game> .Instance.DestroyDialog();
                }
                Singleton <Game> .Instance.ExitScene = this;
            }
            this._timeScale = Time.get_timeScale();
            Time.set_timeScale(0.0f);
            if (!Singleton <Input> .IsInstance())
            {
                return;
            }
            this._validType = Singleton <Input> .Instance.State;
            Singleton <Input> .Instance.ReserveState(Input.ValidType.UI);

            Singleton <Input> .Instance.SetupState();
        }
Esempio n. 7
0
        protected override void OnAwake(PlayerActor player)
        {
            this._prevAcceptionState   = MapUIContainer.CommandLabel.Acception;
            this._prevValidType        = Singleton <Input> .Instance.State;
            this._prevInteractionState = player.CurrentInteractionState;
            if (this._prevAcceptionState != CommandLabel.AcceptionState.None)
            {
                MapUIContainer.SetCommandLabelAcception(CommandLabel.AcceptionState.None);
            }
            if (this._prevValidType != Input.ValidType.None)
            {
                Singleton <Input> .Instance.ReserveState(Input.ValidType.None);

                Singleton <Input> .Instance.SetupState();
            }
            if (!this._prevInteractionState)
            {
                return;
            }
            player.SetScheduledInteractionState(false);
            player.ReleaseInteraction();
        }
Esempio n. 8
0
 public void SetupState()
 {
     this._state = this._reservedState;
 }
Esempio n. 9
0
 public void ReserveState(Input.ValidType type)
 {
     this._reservedState = type;
 }