Esempio n. 1
0
	public override void Hide(UIScene.SceneVoidDelegate afterFinished = null)
	{
		UIScene.SceneVoidDelegate sceneVoidDelegate = delegate
		{
			if (!this.isFromPause)
			{
				if (PersistenSingleton<UIManager>.Instance.UnityScene == UIManager.Scene.Battle)
				{
					UIManager.UIState previousState = PersistenSingleton<UIManager>.Instance.PreviousState;
					if (previousState != UIManager.UIState.Config)
					{
						FF9StateSystem.Battle.isTutorial = false;
						UIManager.Battle.NextSceneIsModal = true;
						PersistenSingleton<UIManager>.Instance.ChangeUIState(UIManager.UIState.BattleHUD);
					}
					else
					{
						PersistenSingleton<UIManager>.Instance.ChangeUIState(UIManager.UIState.Config);
					}
				}
				else if (PersistenSingleton<UIManager>.Instance.UnityScene == UIManager.Scene.Field)
				{
					UIManager.UIState previousState = PersistenSingleton<UIManager>.Instance.PreviousState;
					if (previousState != UIManager.UIState.Config)
					{
						UIManager.Field.NextSceneIsModal = true;
						PersistenSingleton<UIManager>.Instance.ChangeUIState(UIManager.UIState.FieldHUD);
					}
					else
					{
						PersistenSingleton<UIManager>.Instance.ChangeUIState(UIManager.UIState.Config);
					}
				}
				else if (PersistenSingleton<UIManager>.Instance.UnityScene == UIManager.Scene.QuadMist)
				{
					if (this.QuadmistTutorialID == 1)
					{
						PersistenSingleton<UIManager>.Instance.ChangeUIState(UIManager.UIState.QuadMist);
					}
					else
					{
						PersistenSingleton<UIManager>.Instance.ChangeUIState(UIManager.UIState.QuadMistBattle);
					}
				}
				else
				{
					PersistenSingleton<UIManager>.Instance.ChangeUIState(PersistenSingleton<UIManager>.Instance.HUDState);
				}
			}
		};
		if (afterFinished != null)
		{
			sceneVoidDelegate = (UIScene.SceneVoidDelegate)Delegate.Combine(sceneVoidDelegate, afterFinished);
		}
		base.Hide(sceneVoidDelegate);
	}
Esempio n. 2
0
    private void AutoOpen()
    {
        UIManager.UIState hudstate = PersistenSingleton <UIManager> .Instance.HUDState;
        if (hudstate == UIManager.UIState.WorldHUD)
        {
            Dialog dialogByTextId = Singleton <DialogManager> .Instance.GetDialogByTextId(40);

            Dialog dialogByTextId2 = Singleton <DialogManager> .Instance.GetDialogByTextId(41);

            if (dialogByTextId != (UnityEngine.Object)null)
            {
                EIcon.ShowDialogBubble(false);
            }
            else if (dialogByTextId2 != (UnityEngine.Object)null)
            {
                EIcon.ShowDialogBubble(true);
            }
        }
    }
Esempio n. 3
0
    public void ChangeUIState(UIManager.UIState uiState)
    {
        if (uiState != this.state)
        {
            this.prevState          = this.state;
            this.State              = uiState;
            UICamera.selectedObject = (GameObject)null;
            ButtonGroupState.DisableAllGroup(true);
            Singleton <HelpDialog> .Instance.SetDialogVisibility(false);

            this.Booster.CloseBoosterPanelImmediately();
            UIScene sceneFromState = this.GetSceneFromState(uiState);
            if (sceneFromState != (UnityEngine.Object)null)
            {
                sceneFromState.Show((UIScene.SceneVoidDelegate)null);
            }
            if (this.prevState == UIManager.UIState.MainMenu && this.state == UIManager.UIState.FieldHUD)
            {
                global::Debug.Log("FIX SSTHON-3788 : Reset lazykey when state change from mainmenu to field");
                UIManager.Input.ResetKeyCode();
            }
        }
    }
Esempio n. 4
0
 public void Changed(UIManager.UIState state)
 {
     Change();
 }
Esempio n. 5
0
    public UIScene GetSceneFromState(UIManager.UIState state)
    {
        switch (state)
        {
        case UIManager.UIState.FieldHUD:
            return(this.FieldHUDScene);

        case UIManager.UIState.WorldHUD:
            return(this.WorldHUDScene);

        case UIManager.UIState.BattleHUD:
            return(this.BattleHUDScene);

        case UIManager.UIState.Pause:
            return(this.PauseScene);

        case UIManager.UIState.MainMenu:
            return(this.MainMenuScene);

        case UIManager.UIState.Item:
            return(this.ItemScene);

        case UIManager.UIState.Ability:
            return(this.AbilityScene);

        case UIManager.UIState.Equip:
            return(this.EquipScene);

        case UIManager.UIState.Status:
            return(this.StatusScene);

        case UIManager.UIState.Card:
            return(this.CardScene);

        case UIManager.UIState.Config:
            return(this.ConfigScene);

        case UIManager.UIState.Serialize:
            return(this.SaveLoadScene);

        case UIManager.UIState.Cloud:
            return(this.CloudScene);

        case UIManager.UIState.Shop:
            return(this.ShopScene);

        case UIManager.UIState.NameSetting:
            return(this.NameSettingScene);

        case UIManager.UIState.PartySetting:
            return(this.PartySettingScene);

        case UIManager.UIState.BattleResult:
            return(this.BattleResultScene);

        case UIManager.UIState.Tutorial:
            return(this.TutorialScene);

        case UIManager.UIState.GameOver:
            return(this.GameOverScene);

        case UIManager.UIState.Title:
            return(this.TitleScene);

        case UIManager.UIState.QuadMist:
            return(this.QuadMistScene);

        case UIManager.UIState.Chocograph:
            return(this.ChocographScene);

        case UIManager.UIState.Ending:
            return(this.EndingScene);

        case UIManager.UIState.EndGame:
            return(this.EndGameScene);
        }
        if (this.QuitScene.isShowQuitUI)
        {
            return(this.NoneScene);
        }
        return((UIScene)null);
    }
Esempio n. 6
0
 public void ChangeGameState(UIManager.UIState gamestate)
 {
     UIManager.ins.ChangeUIState(gamestate);
     AnyChanged();
 }