Esempio n. 1
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 /// <summary>
 /// Override funzione che esegue il setup del pannello
 /// </summary>
 public override void CustomSetup(UIManagerBase _manage)
 {
     base.CustomSetup(_manage);
     ToggleBossPanel(false);
     ToggleWinPanel(false);
     reloadingImage.gameObject.SetActive(false);
 }
Esempio n. 2
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    public void SetInit(AmUiOption pOption, UIManagerBase pMan)
    {
        Optn = pOption;
        Pstn = new CuVect(gameObject, Optn);
        Size = new CuVect(gameObject, Optn, IsPosi: false);
        //muiManager = pMan;

        //muiManager.delSetState += pStt => { muiState = pStt;  };
    }
    /// <summary>
    /// Updates UI position based on the device screen orientation.
    /// </summary>
    private void UpdateUIOrientation()
    {
        // Check if screen orientation changes
        UIManagerBase uimb = Locator.GetUIManager();

        if (uimb != null && uimb.HasScreenOrientationChanged)
        {
            UpdateScreenPosition();
        }
    }
    public void AddACell(GameObject pObj, int x, int y, string kind, bool?pSortOrStock = null)
    {
        UIManagerBase curMan = arrMan [arrMan.Count - 1];
        Vector3       pstn;

        curMan.GetPosition(x, y, out pstn);
        pObj.transform.position = pstn;
        pObj.GetComponent <CuCell> ().muiSortOrStuck = pSortOrStock;
        pObj.CellCs().myKind = kind;
        curMan.AddAMember(pObj);
    }
Esempio n. 5
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    /// <summary>
    /// Updates the orthographic size when device screen orientation changes.
    /// </summary>
    private void UpdateOrthoSize()
    {
        // Check if screen orientation changes
        UIManagerBase uimb = Locator.GetUIManager();

        if (uimb != null && uimb.HasScreenOrientationChanged)
        {
            // Update orthographic size according to the new orientation
            m_uiCamera.orthographicSize = IsLandscape ? m_landscapeOrthoSize : m_portraitOrthoSize;
        }
    }
Esempio n. 6
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    private bool ReturnWindowManager(UIBaseWindow baseWindow)
    {
        // 退出当前界面子界面
        UIManagerBase baseWindowManager = baseWindow.GetWindowManager;
        bool          isValid           = false;

        if (baseWindowManager != null)
        {
            isValid = baseWindowManager.ReturnWindow();
        }
        return(isValid);
    }
Esempio n. 7
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    /// <summary>
    /// Updates the initialization process.
    /// </summary>
    private void UpdateInitState()
    {
        switch (m_initState)
        {
        case InitState.NONE:
            AdvanceInitState();
            break;

        case InitState.INIT_SHARED_SYSTEMS:
#if SHOW_STATE_LOGS
            Debug.Log("Initializing shared systems...");
#endif
            // Find or create containers for shared MonoBehaviour systems
            GameObject uiManagerObj = GameObject.Find(UI_MANAGER_OBJ_NAME);
            if (uiManagerObj == null)
            {
                uiManagerObj = new GameObject(UI_MANAGER_OBJ_NAME);
            }
            GameObject soundManagerObj = GameObject.Find(SOUND_MANAGER_OBJ_NAME);
            if (soundManagerObj == null)
            {
                soundManagerObj = new GameObject(SOUND_MANAGER_OBJ_NAME);
            }

            // Create and store references to shared systems
            m_uiManager          = uiManagerObj.AddComponentNoDupe <UIManager>();
            m_soundManager       = soundManagerObj.AddComponentNoDupe <SoundManager>();
            m_dataSystem         = new SoomlaDataSystem();
            m_notifSystem        = new NotificationSystem();
            m_playServicesSystem = new PlayServicesSystem();

            // Shared systems are not destroyed on scene switches
            DontDestroyOnLoad(uiManagerObj);
            DontDestroyOnLoad(soundManagerObj);

            // Initialize shared systems
            m_uiManager.Initialize();
            m_soundManager.Initialize();
            m_dataSystem.Initialize();
            m_playServicesSystem.Initialize(m_enableSavedGames);
            m_notifSystem.Initialize(m_enablePushNotifs);

            // Add FPSDisplay component
            m_fpsDisplay = this.gameObject.AddComponentNoDupe <FPSDisplay>();

            AdvanceInitState();
            break;

        case InitState.WAIT_INIT_SHARED_SYSTEMS:
#if SHOW_STATE_LOGS
            Debug.Log("Waiting for shared system initialization to finish...");
#endif
            // Wait for shared systems to finish initialization
            if (m_uiManager.IsInitialized &&
                m_soundManager.IsInitialized &&
                m_dataSystem.IsInitialized &&
                m_playServicesSystem.IsInitialized &&
                m_notifSystem.IsInitialized)
            {
                AdvanceInitState();
            }
            break;

        case InitState.INIT_LOCATOR:
#if SHOW_STATE_LOGS
            Debug.Log("Initializing Service Locator...");
#endif
            Locator.ProvideUIManager(m_uiManager);
            Locator.ProvideSoundManager(m_soundManager);
            Locator.ProvideDataSystem(m_dataSystem);
            Locator.ProvidePlayServicesSystem(m_playServicesSystem);
            Locator.ProvideNotifSystem(m_notifSystem);

            // If game is loaded from the Main scene (index 0)
            if (Application.loadedLevel == 0)
            {
                AdvanceInitState();
            }
            // If game is loaded from a different scene
            else
            {
                // No need to load a different scene
                // Just load the SceneMaster
                m_initState = InitState.LOAD_SCENE_MASTER;
            }
            break;

        // The following states are cycled through whenever scenes are switched
        case InitState.LOAD_SCENE:
#if SHOW_STATE_LOGS
            Debug.Log("Loading scene...");
#endif
            // Block input while next scene is loading
            m_uiManager.SetBlockInput();

            StartLoading(m_sceneInfo.GetSceneNameOf(m_nextScene));

            AdvanceInitState();
            break;

        case InitState.WAIT_LOAD_SCENE:
            // Wait for scene to finish loading in the background
#if SHOW_STATE_LOGS
            Debug.Log("Waiting for scene to load in the background...");
#endif
            if (m_async != null && m_async.progress >= READY_TO_LOAD_PROGRESS)
            {
                // Start fade out
                if (m_enableFadeAnim)
                {
                    // There is nothing to fade out if starting from Main scene
                    if (Application.loadedLevel != 0)
                    {
                        m_uiManager.StartFadeOut(true);
                    }
                }

                AdvanceInitState();
            }
            break;

        case InitState.UNLOAD_CUR_SCENE:
#if SHOW_STATE_LOGS
            Debug.Log("Unloading current scene...");
#endif
            // If starting from Main scene, there will be nothing to unload
            if (Application.loadedLevel == 0 || m_sceneMaster.Unload())
            {
                AdvanceInitState();
            }
            break;

        case InitState.WAIT_UNLOAD_CUR_SCENE:
#if SHOW_STATE_LOGS
            Debug.Log("Waiting for current scene to finish unloading...");
#endif
            // If starting from Main scene, there will be nothing to unload
            if (Application.loadedLevel == 0 || !m_sceneMaster.IsInitialized)
            {
                // If scene fading is enabled, wait for scene to fade out first
                if (!m_enableFadeAnim ||
                    (m_enableFadeAnim && m_uiManager.IsFadedOut()))
                {
                    // Clean up non-persistent sounds
                    m_soundManager.DeleteAllSoundObjects(false);

                    AdvanceInitState();
                }
            }
            break;

        case InitState.SWITCH_SCENE:
            // Load the next scene
#if SHOW_STATE_LOGS
            Debug.Log("Switching scene...");
#endif
            ActivateScene();
            // Initialization will continue in OnLevelWasLoaded
            break;

        case InitState.LOAD_SCENE_MASTER:
#if SHOW_STATE_LOGS
            Debug.Log("Loading scene master in scene " + Application.loadedLevelName);
#endif
            if (m_sceneMaster.Load())
            {
                // Provide SceneMaster to the service locator
                Locator.ProvideSceneMaster(m_sceneMaster);

                AdvanceInitState();
            }
            break;

        case InitState.WAIT_LOAD_SCENE_MASTER:
#if SHOW_STATE_LOGS
            Debug.Log("Waiting for scene master to load...");
#endif
            if (m_sceneMaster.IsInitialized)
            {
                // Start fade in
                if (m_enableFadeAnim)
                {
                    m_uiManager.StartFadeIn();
                }

                // Fire the SceneInitialized event
                if (sceneInitializedInvoker != null)
                {
                    sceneInitializedInvoker(this, new System.EventArgs());
                }

                AdvanceInitState();
            }
            break;

        case InitState.DONE:
#if SHOW_STATE_LOGS
            if (BuildInfo.IsDebugMode)
            {
                Debug.Log("Main initialization complete");
            }
#endif
            // Switch to IDLE state
            // If the SceneMaster switches the scene, this state change will be overridden
            AdvanceInitState();

            // Keep track of previous scene
            m_prevScene = m_curScene;
            // Update scene enum for the current scene
            m_curScene = m_nextScene;
            // Start the scene - pass control over to the active scene master
            m_sceneMaster.StartScene();
            break;

        case InitState.IDLE:
            break;
        }
    }
Esempio n. 8
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 /// <summary>
 /// Override della funzione di Setup dell'UIControllerBase
 /// </summary>
 public override void CustomSetup(UIManagerBase _controller)
 {
     controller  = _controller as UI_Controller;
     eventSystem = controller.GetEventSystem();
 }
Esempio n. 9
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    public static FlowCampShop Create() => default;     // 0x008135D0-0x00813680

    // [IteratorStateMachine] // 0x0061E6A0-0x0061E710
    public override IEnumerator Play(UIManagerBase menuBase, FlowPlayParam param) => default; // 0x00813680-0x00813700
 public static void ProvideUIManager(UIManagerBase uiManager)
 {
     m_uiManager = uiManager;
 }
Esempio n. 11
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 private void OnEnable()
 {
     _instance = this;
 }
Esempio n. 12
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 public virtual void Setup()
 {
     _instance = this;
 }
Esempio n. 13
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 /// <summary>
 /// Funzione chimata al setup della classe base
 /// </summary>
 public virtual void CustomSetup(UIManagerBase _manager)
 {
 }
Esempio n. 14
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 /// <summary>
 /// Setup del menu
 /// </summary>
 public void Setup(UIManagerBase _manager)
 {
     CustomSetup(_manager);
 }
Esempio n. 15
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    }                               // 0x009995C0-0x009995D0

    public abstract IEnumerator Play(UIManagerBase menuBase, FlowPlayParam param);
Esempio n. 16
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    }                        // 0x009A5CB0-0x009A5D30

    // Methods
    // [IteratorStateMachine] // 0x0061FDC0-0x0061FE30
    public override IEnumerator Play(UIManagerBase m, FlowPlayParam param) => default;     // 0x009A5C10-0x009A5C80
Esempio n. 17
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    public IEnumerator Shop(ShopType shopType, FlowPlay.FlowPlayParam param) => default; // 0x009A30C0-0x009A3130

    public static void SwitchCreate(ShopType shopType, out UIManagerBase ui, out FlowPlay flow, out bool system, FlowPlay.FlowPlayParam param = null)
    {
        ui     = default;
        flow   = default;
        system = default;
    }     // 0x0099E080-0x0099E440