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); }
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); } } }
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(); } } }
public void Changed(UIManager.UIState state) { Change(); }
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); }
public void ChangeGameState(UIManager.UIState gamestate) { UIManager.ins.ChangeUIState(gamestate); AnyChanged(); }