private void OnInfoEnable(MissionBubbleBehaviour mission) { GameObjects.Active(informationBehaviour); fabricBehaviour.Stop(); StopTimers(); }
private void AddMission(MissionBubbleBehaviour mission) { activeMissions.Add(mission); fadeController.Add(mission); infoController.Add(mission); mission.Complete += OnMissionComplete; }
public void Remove(MissionBubbleBehaviour missionBubble) { missionBubble.PointEnter -= OnMissionEnter; missionBubble.PointExit -= OnMissionExit; if (missionBubble == enteredMission) { OnMissionExit(null); } }
public void Add(MissionBubbleBehaviour missionBubble) { missionBubble.PointEnter += OnMissionEnter; missionBubble.PointExit += OnMissionExit; if (enteredMission != null) { sequence.Join(Fade.DO(missionBubble.Root, OutValue, 0)); } }
private void OnMissionExit(MissionBubbleBehaviour missionBubble) { enteredMission = null; sequence?.Kill(); foreach (var activeMission in activeMissions) { if (missionBubble == activeMission) { continue; } sequence.Join(Fade.DO(activeMission.Root, 1f, FadeDuration)); } }
private void OnMissionEnter(MissionBubbleBehaviour missionBubble) { enteredMission = missionBubble; sequence?.Kill(); foreach (var activeMission in activeMissions) { var endValue = OutValue; if (missionBubble == activeMission) { endValue = 1; } sequence.Join(Fade.DO(activeMission.Root, endValue, FadeDuration)); } }
private void OnMissionComplete(MissionBubbleBehaviour mission) { RemoveMissionRange(mission); }
public void Remove(MissionBubbleBehaviour missionBubble) { missionBubble.PointDown -= OnInfoEnable; }
public void Add(MissionBubbleBehaviour missionBubble) { missionBubble.PointDown += OnInfoEnable; }