private void CloseMainGraphView(GameObject go)//Do the same job then SwitchToMainSensorView but do not call Datafiller, so we don't refresh the data of the sensor. avoid unecessary computation. { UIStatus = UIStatus.SensorView; UIMainSensorView.SetActive(true); UIMainGraphView.SetActive(false); UIMainSelectorView.SetActive(false); }
/// <summary> /// Get the right message to use in <see cref="CreateWithMatchmakerUI(MatchRequest, Action, Action{string})"/>. /// </summary> private string GetMessageFromUIStatus(UIStatus status) { switch (status) { case UIStatus.Valid: return("Valid."); case UIStatus.InternalError: return("Error: InternalError. An internal error occurred."); case UIStatus.NotAuthorized: return("Error: NotAuthorized. The player is not authorized to perform the operation."); case UIStatus.VersionUpdateRequired: return("Error: VersionUpdateRequired. The installed version of Google Play services is out of date."); case UIStatus.Timeout: return("Error: Timeout. Timed out while awaiting the result."); case UIStatus.UserClosedUI: return("Error: UserClosedUI. UI closed by user."); case UIStatus.UiBusy: return("Error: UiBusy. UI was busy."); case UIStatus.LeftRoom: return("Error: LeftRoom. The player left the multiplayer room."); default: return(string.Empty); } }
/// <summary> /// 从隐藏状态重新显示UI /// </summary> public void ResumeUI() { m_status = UIStatus.Showing; gameObject.CustomSetActive(true); Raycaster.enabled = true; Resume(); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); // Create your application here Window.SetFlags(WindowManagerFlags.KeepScreenOn, WindowManagerFlags.KeepScreenOn); uiStatus = UIStatus.CurrentHistory; }
//作成可能なキャラ数 void Start() { //ゲームのセーブロード SaveDataBase.loadData(); int createChara = 0; //初回か? if (SaveDataBase.GetSamurai_All() == 0) { //初期化 SaveDataBase.InitSaveData(); createChara = (int)SaveDataBase.GetSamuraiNum(); //初回タイマー保存 SaveDataBase.SetClose_Timer(); } else { //アプリ終了前に徘徊している侍 createChara = SaveDataBase.GetSamuraiNum(); } CharacterManager.getInstance().characterAdd(createChara); //ステータス表示の更新 UIStatus.getInstance().upDataText(); }
private void OnInputComplete(string input) { if (!string.IsNullOrEmpty(input)) { if (this.m_receiver.IsOnline()) { BnetWhisperMgr.Get().SendWhisper(this.m_receiver, input); ChatMgr.Get().AddRecentWhisperPlayerToTop(this.m_receiver); } else if (ChatMgr.Get().IsChatLogFrameShown()) { if (!BnetWhisperMgr.Get().SendWhisper(this.m_receiver, input)) { this.m_chatLogFrame.m_chatLog.OnWhisperFailed(); } ChatMgr.Get().AddRecentWhisperPlayerToTop(this.m_receiver); } else { object[] args = new object[] { this.m_receiver.GetBestName() }; string message = GameStrings.Format("GLOBAL_CHAT_RECEIVER_OFFLINE", args); UIStatus.Get().AddError(message); } } if (ChatMgr.Get().IsChatLogFrameShown()) { this.ShowInput(false); } else { UnityEngine.Object.Destroy(base.gameObject); } }
/// <summary> /// 隐藏UI /// </summary> public void HideUI() { m_status = UIStatus.Hide; Raycaster.enabled = false; gameObject.CustomSetActive(false); Hide(); }
private void LoadAsset() { if (status != UIStatus.Disabled) { return; } status = UIStatus.Loading; atlasCount = 0; textureCount = 0; if (atlases.Count == 0 && textures.Count == 0) { LoadAssetOver(); return; } for (int i = 0, count = atlases.Count; i < count; i++) { RequestAtlas(atlases[i], RequestAtlasOver, atlasUnloadType, atlasUnloadInterval); } for (int i = 0, count = textures.Count; i < count; i++) { RequestTexture(textures[i], RequestTextureOver); } }
void OnDestroy() { if (mInst == this) { mInst = null; } }
private void Webtoon_DownloadFinished(bool success) { if (success) { GC.Collect(0, GCCollectionMode.Forced); // 쓰레드가 강제 종료된 후 메모리를 정리하기 위해 GC 강제 실행 if (downFinishShutDownCheckBox.Checked) { UIStatusVar = UIStatus.Idle; //System.Diagnostics.Process.Start( "shutdown", "/s /f /t 60" ); // 시스템 종료 Win32.InitiateSystemShutdown("\\\\127.0.0.1", // 컴퓨터 이름 null, // 종료 전 사용자에게 알릴 메시지 60, // 종료까지 대기 시간 false, // 프로그램 강제 종료 여부(false > 강제 종료) false // 시스템 종료 후 다시 시작 여부(true > 다시 시작) ); new ShutdownNotify( ).ShowDialog( ); return; } System.Diagnostics.Process.Start("explorer.exe", Webtoon.BaseDirectory); UIStatusVar = UIStatus.Idle; NotifyBox.Show(this, "다운로드 완료", "다운로드를 모두 마무리했습니다.", NotifyBoxType.OK, NotifyBoxIcon.Information); } else { UIStatusVar = UIStatus.Idle; } }
private void ShowUIDelegateHandle(UIStatus status) { Debug.Log("ShowUIDelegateHandle - " + status.ToString()); if (status == UIStatus.NotAuthorized) { PreventGoogleAutoSignIn(); } }
public static UIStatus Get() { if (s_instance == null) { s_instance = AssetLoader.Get().LoadUIScreen("UIStatus", true, false).GetComponent <UIStatus>(); } return(s_instance); }
/// <summary> /// 回收UI /// </summary> public void DeSpawnUI() { m_status = UIStatus.Despawn; m_CloseSelfEvent = null; Raycaster.enabled = false; DeSpawn(); PoolManager.instance.DeSpawn <GameObject>(AssetType.Prefab, this.gameObject); }
private void UpdateUI(UIStatus uiStatus) { if (uiStatus == UIStatus.Complete) { FileIsCurrentButton.IsEnabled = false; ProvideUpdatedVersionButton.IsEnabled = false; } }
private void UpdateUI(UIStatus uiStatus) { if (uiStatus == UIStatus.Complete) { OverwriteButton.IsEnabled = false; RenameButton.IsEnabled = false; } }
private IEnumerator InnerShow() { m_status = UIStatus.Showing; gameObject.CustomSetActive(true); Raycaster.enabled = true; Show(); yield break; }
private void ChangeUIStatus(UIStatus uiStatus) { if (uiStatus == _currentUIStatus) { return; } switch (uiStatus) { case UIStatus.StandBy: btnSelectDir.Enabled = true; btnSettings.Enabled = true; dgvFileList.Columns["CheckBoxColumn"].ReadOnly = false; btnSelectAll.Enabled = true; btnSelectNone.Enabled = true; btnStartBatch.Enabled = true; btnStartBatch.Text = Properties.Resources.UiStartDownload; this.Cursor = Cursors.Default; foreach (Control ctrl in this.Controls) { ctrl.Cursor = Cursors.Default; } break; case UIStatus.Downloading: btnSelectDir.Enabled = false; btnSettings.Enabled = false; dgvFileList.Columns["CheckBoxColumn"].ReadOnly = true; btnSelectAll.Enabled = false; btnSelectNone.Enabled = false; //btnStartBatch.Enabled = false; btnStartBatch.Text = Properties.Resources.UiCancelDownload; this.Cursor = Cursors.WaitCursor; foreach (Control ctrl in this.Controls) { ctrl.Cursor = Cursors.WaitCursor; } break; case UIStatus.Canceling: btnSelectDir.Enabled = false; btnSettings.Enabled = false; dgvFileList.Columns["CheckBoxColumn"].ReadOnly = true; btnSelectAll.Enabled = false; btnSelectNone.Enabled = false; btnStartBatch.Enabled = false; btnStartBatch.Text = Properties.Resources.UiCanceling; this.Cursor = Cursors.WaitCursor; foreach (Control ctrl in this.Controls) { ctrl.Cursor = Cursors.WaitCursor; } break; } _currentUIStatus = uiStatus; }
public void setUIALL(UIStatus status, string text, string name, bool btn, string btn_text) { setUiStatusColor(status); setUiStatusText(text); setUiStatusSprite(name); setUiStatusBtnInteractable(btn); setUiStatusButtonText(btn_text); this.name = name; }
private void Awake() { s_instance = this; this.m_Text.gameObject.SetActive(false); if (OverlayUI.Get() == null) { throw new UnityException("Trying to create UIStatus before OverlayUI!"); } OverlayUI.Get().AddGameObject(base.gameObject, CanvasAnchor.CENTER, false, CanvasScaleMode.HEIGHT); }
//Navigation Functions #region private void SwitchToMainSelectorView(GameObject go)//go useless in the main selector { UIStatus = UIStatus.MainSelectorView; UIMainSensorView.SetActive(false); UIMainGraphView.SetActive(false); UIMainSelectorView.SetActive(true); //NO data filler because we don't want to overcompute at each flow. The scan must be done in the main frame. If you want to change it, uncomment the datafiller //await DataFiller(); }
private void Awake() { if (instance != null) { Destroy(this.gameObject); return; } instance = this; }
private void Prepare() { status = UIStatus.Enabled; UIManager.ProcessUILayer(layer, this); OnEnable(); ShowUICallback(); }
private void GameWin() { closeUILoss = true; UIStatus.SetActive(false); UIEnd.SetActive(true); textWorL.text = "WINNER"; textResult.text = "YOUR POINT IS: " + point; StartCoroutine(Wait(7, 0)); start = false; }
//Question mode selection public void ButtonQuestion() { start = true; UI.SetActive(true); UIStatus.SetActive(true); UIAdd.SetActive(true); UIChoose.SetActive(false); timeMore = Time.time; StartCoroutine(wait(2, 1f)); noteText.text = "Your task is to answer questions to move to objects!"; }
//Auto mode selection public void ButtonAuto() { StopAllCoroutines(); UIChoose.SetActive(false); UI.SetActive(false); autoMove = true; start = false; UIAdd.SetActive(true); UIConver.SetActive(false); UIStatus.SetActive(false); indexAuto = 0; }
/// <summary> /// 回收UI /// </summary> public void DeSpawnUI() { if (m_iterator != null) { StopCoroutine(m_iterator); } m_status = UIStatus.Despawn; closeSelfAction = null; Raycaster.enabled = false; DeSpawn(); PoolManager.instance.DeSpawn <GameObject>(AssetType.Prefab, this.gameObject); }
/// <summary> /// 设置单据UI控件状态 /// </summary> /// <param name="control"></param> /// <param name="status"></param> public static void SetStatus(Control control, UIStatus status) { foreach (Control ctrl in control.Controls) { if (ctrl is Bar) { SetBarStatus(ctrl as Bar, status); } else if (ctrl is GridControl) { #region GridView状态 var view = (ctrl as GridControl).MainView; if (status == UIStatus.Browse) { (ctrl as GridControl).DataSource = null; } if (status == UIStatus.Add || status == UIStatus.Edit) { (view as GridView).OptionsBehavior.Editable = true; (view as GridView).OptionsBehavior.ReadOnly = false; (view as GridView).OptionsSelection.MultiSelectMode = GridMultiSelectMode.CellSelect; } else { (view as GridView).OptionsBehavior.Editable = false; (view as GridView).OptionsBehavior.ReadOnly = true; (view as GridView).OptionsSelection.MultiSelectMode = GridMultiSelectMode.RowSelect; } #endregion } else if (ctrl is DataGridView) { var grid = ctrl as DataGridView; grid.ReadOnly = (status == UIStatus.Browse || status == UIStatus.Audit); } else if (ctrl is Panel) { SetStatus(ctrl as Panel, status); } else if (ctrl is SplitContainer) { var sp = ctrl as SplitContainer; SetStatus(sp.Panel1, status); SetStatus(sp.Panel2, status); } else { SetCtrlStatus(ctrl, status); } } }
private static void OnShowOverlayCompleted(UIStatus callback) { #if CO_DEBUG Debug.Log("Leaderboards overlay closed."); #endif if (callback == UIStatus.NotAuthorized) { #if CO_DEBUG Debug.Log("User logged out from overlay, using guest user from now on."); #endif GooglePlayGamesCloudProvider.Instance.ActivateGuestUserMode(); } }
private static void OnShowOverlayCompleted(UIStatus callback) { #if CLOUDONCE_DEBUG UnityEngine.Debug.Log("Achievements overlay closed."); #endif if (callback == UIStatus.NotAuthorized) { #if CLOUDONCE_DEBUG UnityEngine.Debug.Log("User logged out from overlay, using guest user from now on."); #endif GooglePlayGamesCloudProvider.Instance.ActivateGuestUserMode(); } }
private void OnInputComplete(string inputCommand) { this.m_inputActive = false; inputCommand = inputCommand.TrimStart(new char[0]); if (!string.IsNullOrEmpty(inputCommand)) { string str = this.ProcessCheat(inputCommand); if (!string.IsNullOrEmpty(str)) { UIStatus.Get().AddError(str); } } }
private IEnumerator InnerShow(params object[] param) { m_status = UIStatus.Showing; gameObject.CustomSetActive(true); Raycaster.enabled = true; if (param != null && param.Length > 0) { Show(param); } else { Show(); } yield break; }
// Sets the progress status of this element, updating its UI icon. public void setStatus(UIStatus status) { switch (status) { case UIStatus.Loading: statusImage.sprite = loadingIcon; break; case UIStatus.OK: statusImage.sprite = tickIcon; break; case UIStatus.Error: statusImage.sprite = errorIcon; break; } }
private void ShowTroubleCode() { if (codes == null || codes.Count == 0) return; uiStatus = UIStatus.Result; string[] arrays = new string[codes.Count]; int i = 0; foreach (var item in codes) { arrays[i++] = StaticString.beforeBlank + item.Code + ": " + item.Content; } RunOnUiThread(() => { ListView.Adapter = new ArrayAdapter<string>(this, Android.Resource.Layout.SimpleListItem1, arrays); } ); ListView.ItemClick -= OnItemClickMikuni; ListView.ItemClick -= OnItemClickSynerject; ListView.ItemClick -= OnItemClickVisteon; ListView.ItemClick += OnTroubleCodeItemClick; }
void Awake () { mInst = this; mTrans = transform; mBackColor = background.color; }
void OnDestroy () { if (mInst == this) mInst = null; }
public override bool OnKeyDown(Keycode keyCode, KeyEvent e) { if (keyCode == Keycode.Back) { if (uiStatus == UIStatus.CurrentHistory) { this.Finish(); return true; } else if (uiStatus == UIStatus.Result) { uiStatus = UIStatus.CurrentHistory; if (model == Database.GetText("QM250J-2L", "QingQi")) { this.Finish(); return true; } else { ListView.ItemClick -= OnTroubleCodeItemClick; ListView.ItemClick -= OnItemClickMikuni; ListView.ItemClick -= OnItemClickSynerject; ListView.ItemClick -= OnItemClickVisteon; if ((model == Database.GetText("QM125T-8H", "QingQi")) || (model == Database.GetText("QM250GY", "QingQi")) || (model == Database.GetText("QM250T", "QingQi"))) { OnSynerjectProtocol(); } else { OnMikuniProtocol(); } return true; } } } return base.OnKeyDown(keyCode, e); }
private void ChangeUIStatus(UIStatus uiStatus) { if(uiStatus == _currentUIStatus) return; switch(uiStatus) { case UIStatus.StandBy: btnSelectDir.Enabled = true; btnSettings.Enabled = true; dgvFileList.Columns["CheckBoxColumn"].ReadOnly = false; btnSelectAll.Enabled = true; btnSelectNone.Enabled = true; btnStartBatch.Enabled = true; btnStartBatch.Text = Resources.UiStartDownload; Cursor = Cursors.Default; foreach(Control ctrl in Controls) ctrl.Cursor = Cursors.Default; break; case UIStatus.Downloading: btnSelectDir.Enabled = false; btnSettings.Enabled = false; dgvFileList.Columns["CheckBoxColumn"].ReadOnly = true; btnSelectAll.Enabled = false; btnSelectNone.Enabled = false; //btnStartBatch.Enabled = false; btnStartBatch.Text = Resources.UiCancelDownload; Cursor = Cursors.WaitCursor; foreach(Control ctrl in Controls) ctrl.Cursor = Cursors.WaitCursor; break; case UIStatus.Canceling: btnSelectDir.Enabled = false; btnSettings.Enabled = false; dgvFileList.Columns["CheckBoxColumn"].ReadOnly = true; btnSelectAll.Enabled = false; btnSelectNone.Enabled = false; btnStartBatch.Enabled = false; btnStartBatch.Text = Resources.UiCanceling; Cursor = Cursors.WaitCursor; foreach(Control ctrl in Controls) ctrl.Cursor = Cursors.WaitCursor; break; } _currentUIStatus = uiStatus; }
// Use this for initialization void Awake () { main = this; }