Esempio n. 1
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    private void Update()
    {
        bool active = PlayerManager.instance.SecondPlayerStatus != PlayerManager.PlayerStatus.Online && !DLCMenu.InDLCMenu;

        splitScreenNotification.gameObject.SetActive(active);
        splitScreenNotification.SplitRefreshEnable(LevelSelectMenu2.InLevelSelectMenu || CustomizationPresetMenu.InCustomizationPresetMenu);
        splitScreenNotification.DLCAvailableEnable(MainMenu.InMainMenu && DLC.instance.SupportsDLC());
        lobbySelectMenuOptions.gameObject.SetActive(MultiplayerSelectLobbyMenu.InLobbySelectMenu);
        multiplayerMenuOptions.gameObject.SetActive(multiplayerMenuOptions.ShouldShow);
        bool           flag       = false;
        MenuTransition activeMenu = MenuSystem.instance.activeMenu;

        if (activeMenu != null && !DialogOverlay.IsOnIncludingDelay() && App.state != AppSate.LoadLevel)
        {
            flag = true;
            if (activeMenu is MultiplayerErrorMenu || activeMenu is ConfirmMenu)
            {
                flag = false;
            }
        }
        if (SteamProgressOverlay.instance.DialogShowing())
        {
            flag = false;
        }
        if (LegendBar.activeSelf != flag)
        {
            LegendBar.SetActive(flag);
        }
    }
Esempio n. 2
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    /// <summary>
    /// Hide menu
    /// </summary>
    public virtual void hideMenu(float transitionTimer, MenuTransition path = MenuTransition.BACKWARD, Callback callback = null)
    {
        // Stop any transition that's currently in effect
        TransitionHandler.removeTransition(alphaTransition);
        TransitionHandler.removeTransition(positionTransition);

        if(transitionTimer == 0.0f) {

            // Make UI object invisible
            imgAlpha.alpha = 0.0f;

            // Turn off the UI game object
            gameObject.SetActive(false);

            if(callback != null) {
                callback();
            }
        }
        else {

            // Animate the position transition
            positionTransition = TransitionHandler.addTransition(() => Vector2.zero, x => menuTransform.anchoredPosition = x, new Vector2(0, -30), transitionTimer).toggleTimeScale(false);

            // Fade out the menu then disable the object after it's finished fading out
            alphaTransition = TransitionHandler.addTransition(()=>getAlpha.alpha, x => getAlpha.alpha = x, 0.0f, transitionTimer).toggleTimeScale(false).finishLerp(() => {
                gameObject.SetActive(false);
                if (callback != null) {
                    callback();
                }
            });
        }
    }
Esempio n. 3
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 public void FadeInForward(MenuTransition to, float fadeInTime = 0.3f)
 {
     to.gameObject.SetActive(value: true);
     to.Transition(1f, 0f);
     to.Transition(0f, fadeInTime);
     to.ApplyMenuEffects();
     activeMenu = to;
     to.OnGotFocus();
 }
Esempio n. 4
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    public void TransitionBack <T>(MenuTransition from, float fadeOutTime = 0.3f, float fadeInTime = 0.3f) where T : MenuTransition
    {
        T menu = GetMenu <T>();

        if (!((UnityEngine.Object)menu == (UnityEngine.Object)null))
        {
            FadeOutBack(from, fadeOutTime);
            FadeInBack(menu, fadeInTime);
        }
    }
Esempio n. 5
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    public void SwitchScene(string a_name)
    {
        m_NextScene = a_name;

        MenuTransition menuTransition = GetComponent <MenuTransition>();

        if (menuTransition.GetIsTransitioning() == false)
        {
            menuTransition.StartTransition();
        }
    }
Esempio n. 6
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 private void Awake()
 {
     MenuTransition[] array = Object.FindObjectsOfType <MenuTransition>();
     for (int i = 0; i < array.Length; i++)
     {
         if (array[i].gameObject.activeSelf)
         {
             statupMenu = array[i];
         }
     }
 }
Esempio n. 7
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    public void HideMenus()
    {
        MenuCameraEffects.FadeOut();
        MenuTransition menuTransition = activeMenu;

        instance.ExitMenus();
        if (menuTransition != null)
        {
            menuTransition.FadeOutBack();
        }
    }
Esempio n. 8
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 public void ExitMenus()
 {
     if (activeMenu != null)
     {
         activeMenu.Transition(1f, 1f);
         activeMenu.Transition(1f, 0f);
     }
     state      = MenuSystemState.Inactive;
     activeMenu = null;
     ExitMenuInputMode();
     SubtitleManager.instance.Show();
 }
Esempio n. 9
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    public void ShowPauseMenu()
    {
        state = MenuSystemState.PauseMenu;
        MenuTransition to = (Game.instance.currentLevelNumber != Game.instance.levelCount) ? ((MenuTransition)GetMenu <PauseMenu>()) : ((MenuTransition)GetMenu <CreditsMenu>());

        if (!NetGame.isLocal)
        {
            to = GetMenu <MultiplayerPauseMenu>();
        }
        FadeInForward(to);
        EnterMenuInputMode();
        SubtitleManager.instance.Hide();
    }
Esempio n. 10
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 private void Start()
 {
     Dependencies.Initialize <App>();
     GetComponentInChildren <Camera>().gameObject.SetActive(value: false);
     App.instance.BeginMenuDev();
     if (statupMenu == null)
     {
         statupMenu = MenuSystem.instance.GetMenu <MainMenu>();
     }
     MenuSystem.instance.FadeInForward(statupMenu);
     MenuSystem.instance.EnterMenuInputMode();
     SubtitleManager.instance.Hide();
     MenuSystem.instance.OnShowingMainMenu();
 }
Esempio n. 11
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    /// <summary>
    /// Show menu
    /// </summary>
    public virtual void showMenu(float transitionTimer, MenuTransition path = MenuTransition.FORWARD, Callback callback = null)
    {
        // Turn on the actual UI game object
        gameObject.SetActive(true);

        // Stop any transition that's currently in effect
        TransitionHandler.removeTransition(alphaTransition);
        TransitionHandler.removeTransition(positionTransition);

        // Don't make a transition if the method calls for instantaneous switch
        if (transitionTimer == 0.0f) {
            imgAlpha.alpha = 1.0f;
            if (callback != null) {
                callback();
            }
        }
        else {

            // Create and initiate the transition animations
            positionTransition = TransitionHandler.addTransition(() => new Vector2(0, -30), x => menuTransform.anchoredPosition = x, Vector2.zero, transitionTimer).toggleTimeScale(false);
            alphaTransition = TransitionHandler.addTransition(() => getAlpha.alpha, x => getAlpha.alpha = x, 1.0f, transitionTimer).finishLerp(callback).toggleTimeScale(false);
        }

        // set our default UI item so it has focus.
        EventSystem.current.SetSelectedGameObject(currentUI);
    }
Esempio n. 12
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 public void Overlay(MenuTransition p)
 {
     Transition(true, true, p.next, p.exitHash, p.enterHash);
 }
Esempio n. 13
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    // delet this
    //void Update()
    //{
    //    if (Input.GetKeyDown(KeyCode.P))
    //    {
    //        while (menuStack.Count > 0)
    //        {
    //            Debug.Log(menuStack.Pop());
    //        }
    //    }
    //}

    public void Transition(MenuTransition p)
    {
        Transition(true, false, p.next, p.exitHash, p.enterHash);
    }
Esempio n. 14
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 private void MoveCursorMenu(int index)
 {
     MenuTransition.OnApplyTemplate();
     GridCursor.Margin = new Thickness(0, 100 + 60 * index, 0, 0);
 }
Esempio n. 15
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 public void FadeOutBack(MenuTransition from, float fadeOutTime = 0.3f)
 {
     FocusOnMouseOver(enable: false);
     from.Transition(1f, fadeOutTime);
     from.OnLostFocus();
 }
Esempio n. 16
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 public void MenuTransitionedIn(MenuTransition menu)
 {
     FocusOnMouseOver(enable: true);
     menu.OnTansitionedIn();
 }