//**************************************************************************************************** // //**************************************************************************************************** public void OnDestroy() { if (m_instance == this) { m_instance = null; } }
//**************************************************************************************************** // //**************************************************************************************************** public void OnPOPUPColorButon(POPUPColor popup, POPUPColor.BUTON buton) { if (buton == POPUPColor.BUTON.OK) { if (m_options != null) { m_options.m_colorBgnds = popup.color; } } }
//**************************************************************************************************** // //**************************************************************************************************** public void Awake() { if (m_instance == null) { m_instance = this; } m_group = GetComponent <CanvasGroup>(); GameObject root = GameObject.Find("POPUPColor"); GameObject buts = CORE.HIERARCHY.Find(root, "Butons"); m_tint = CORE.HIERARCHY.FindComp <UnityEngine.UI.RawImage>(root, "Hue"); m_hue = CORE.HIERARCHY.FindComp <UnityEngine.UI.RawImage>(root, "HueSelection"); m_tintCursor = CORE.HIERARCHY.FindComp <UnityEngine.UI.RawImage>(root, "TintCursor"); m_hueCursor = CORE.HIERARCHY.FindComp <UnityEngine.UI.RawImage>(root, "HueCursor"); m_preview = CORE.HIERARCHY.FindComp <UnityEngine.UI.RawImage>(root, "Preview"); m_CANCEL = CORE.HIERARCHY.FindComp <UnityEngine.UI.Button>(buts, "CANCEL"); m_OK = CORE.HIERARCHY.FindComp <UnityEngine.UI.Button>(buts, "OK"); m_tintPicker = new UIRectCoord(m_tint.rectTransform, Vector2.one * 4.0f); m_huePicker = new UIRectCoord(m_hue.rectTransform, new Vector2(0.0f, 2.0f)); if (m_CANCEL != null) { m_CANCEL.onClick.RemoveAllListeners(); m_CANCEL.onClick.AddListener(delegate { OnCANCEL(); }); } if (m_OK != null) { m_OK.onClick.RemoveAllListeners(); m_OK.onClick.AddListener(delegate { OnOK(); }); } m_fade.Begin(FADE_TYPE.FADE_OUT, 0.0f); gameObject.SetActive(false); }