/// <summary> /// Closes the UI. From a high level, releases all appropriate locks on the UI. /// </summary> public void CloseUI() { // you can't close a UI if there is UI tweening going on if (!isIgnoreTweenLockOnClose && ClickManager.Instance.IsTweeningUI()) { Debug.LogWarning("Something is tweening, cannot close " + name); return; } if (isLockModeInClickmanager) { // a ui is closing, so release our locks ClickManager.Instance.ReleaseLock(); } if (blockGUI) { Debug.LogWarning("ACTIVE MODE LOCK BYPASS"); //ClickManager.SetActiveGUIModeLock(false); } // fire callback UIManagerEventArgs args = new UIManagerEventArgs(); args.Opening = false; if (OnManagerOpen != null) { OnManagerOpen(this, args); } // the ui is no longer open isOpen = false; _CloseUI(); }
/// <summary> /// When a button wants to open a given UI, this is what should be called. /// From a high level, the UIManager locks clicks/modes, the child class implements its own _OpenUI logic /// </summary> public void OpenUI() { if (isLockModeInClickmanager) { // a ui is opening, so we need to lock things down List <ClickLockExceptions> listExceptions = GetClickLockExceptions(); ClickManager.Instance.Lock(eModeType, listExceptions); } if (blockGUI) { Debug.LogWarning("ACTIVE MODE LOCK BYPASS"); //ClickManager.SetActiveGUIModeLock(true); } // fire callback UIManagerEventArgs args = new UIManagerEventArgs(); args.Opening = true; if (OnManagerOpen != null) { OnManagerOpen(this, args); } // the UI is now open isOpen = true; _OpenUI(); }
private void EnableEntrance(object sender, UIManagerEventArgs args) { if (args.Opening == false) { CheckToActivateEntrance(); } }
//--------------------------------------------------- // OnTweenDone() // Callback for when the wellapad UI is done tweening. //--------------------------------------------------- private void OnTweenDone(object sender, UIManagerEventArgs args) { // if the UI is opening, update our task if (args.Opening) { SetCheckboxSprite(true); } }
/// <summary> /// Raises the show event. Tween callback for when this UI finishes its /// show tween. /// </summary> private void OnShow() { // send callback UIManagerEventArgs args = new UIManagerEventArgs(); args.Opening = true; if (OnTweenDone != null) { OnTweenDone(this, args); } }
/// <summary> /// Raises the wellapad closed event. /// </summary> /// <param name="sender">Sender.</param> /// <param name="args">Arguments.</param> private void OnWellapadClosed(object sender, UIManagerEventArgs args) { if (args.Opening == false) { // wellapad is closing, so stop listening WellapadUIManager.Instance.OnManagerOpen -= OnWellapadClosed; // advance to next step Advance(); } }
// Event listener. listening to when decoration mode is enabled/disabled private void ShowDecoZones(object sender, UIManagerEventArgs args) { TweenToggle toggle = GetComponent <ScaleTweenToggle>(); if (args.Opening) { toggle.Show(); // edit mode is opening, so turn this node on } else { toggle.Hide(); // edit mode is closing so turn this node off } }
private void ShouldPauseIdleAnimations(object sender, UIManagerEventArgs args) { // Check if the minipet is hatched first if (isHatchedAux) { if (args.Opening) { animationManager.IsRunningIdleAnimations = false; } else { animationManager.IsRunningIdleAnimations = true; } } }
/// <summary> /// Disable arrow hints for entrance when zoom into mini pet. /// </summary> /// <param name="sender">Sender.</param> /// <param name="args">Arguments.</param> private void OnManagerOpenEventHandler(object sender, UIManagerEventArgs args) { if (args.Opening) { arrowGameObject.SetActive(false); } else { bool isFirstTime = DataManager.Instance.GameData.FirstTimeEntrance.IsFirstTimeEntrance(entranceKey); if (isFirstTime) { ShowArrow(); } } }