void Start() { if (tabSelector == null) { tabSelector = GetComponent <UITabSelector>(); } }
public UIMain(string savePath) { UITranslator.filePath = savePath + @"\Translation.json"; UITranslator.LoadCurrent(); string[] tabNames = typeof(Tabs).GetEnumNames(); for (int i = 0, iend = tabNames.Length; i < iend; i++) { tabNames[i] = UITranslator.TranslateCurrent(tabNames[i]); } TabSelector = new UITabSelector(tabNames); TabSelector.OnSelectionChange += OnTabSelectionChange; currentTab = TabSelector.CurrentSelection; Desks = new UICardDesk[3]; Desks[(int)Tabs.Calculator] = NewCalculatorDesk(out calculatorInputCard, out calculatorOutputCard); Desks[(int)Tabs.Calculator].onEndEditCard += OnEndEditCalulatorInputCard; databaseSavePath = savePath + @"\Database.json"; Database currentDatabase = DatapackSerializer.Deserialize(databaseSavePath); Desks[(int)Tabs.Database] = NewDatabaseDesk(currentDatabase, out databaseCard); Desks[(int)Tabs.Database].onEndEditCard += OnEndEditDatabaseCard; DatabaseReferenceAttribute.CurrentDatabase = currentDatabase; calculator = new Calculator(); }
public static bool HasTabName(this UITabSelector tabUi, string name) { if (name == null) { return(false); } return(tabUi.GetTabNames().Any((n) => n.Equals(name))); }
public override void OnUnSelected(UITabSelector selector) { if (hasBeenSelected) { ResetButtonColor(); } hasBeenSelected = false; }
public override bool OnActived(UITabSelector selector) { Debug.Log("UITabSelectButton: triggering click action for " + button.name); if (disableOnEnter) { hasBeenSelected = false; } ResetButtonColor(); GetButton().onClick.Invoke(); return(disableOnEnter); }
public override void Start() { base.Start(); canvus = gameObject.GetComponent <Canvas>(); menuSelector = gameObject.GetComponent <UITabSelector>(); worldObject.SetActive(false); restartButton.SetActive(false); resumeButton.SetActive(false); ButtonReturnMain(); }
public void SetAsPrimarySelector() { Debug.Log("UITabSelector: Making '" + this + "' as primary selector"); //Disable last selector if (currentSelector != null) { currentSelector.DisableSelector(); } //Enable selft EnableSelector(); //Set current currentSelector = this; }
public static IEnumerable <string> GetTabNames(this UITabSelector tabUi) { var tabContainer = tabUi?.transform?.Find("ToggleContainer"); if (tabContainer == null) { yield break; } for (var i = 0; i < tabContainer.childCount; i++) { var tab = tabContainer.GetChild(i) as RectTransform; if (tab != null) { yield return(tab.name); } } }
public override bool OnSelected(UITabSelector selector, bool forward) { //Enable selector tabSelector.SetAsPrimarySelector(); //Have it select next element, if it defaults to no selection if (tabSelector.resetPositionWhenEnabled) { if (forward) { tabSelector.SelectElement(0, 0, true); } else { tabSelector.SelectElement(tabSelector.MaxRows() - 2, tabSelector.MaxColumns() - 1, false); } } //Return true to disable previous selector return(true); }
public override bool OnSelected(UITabSelector selector, bool forward) { inputField.Select(); inputField.ActivateInputField(); return(false); }
public override bool OnSelected(UITabSelector selector, bool forward) { hasBeenSelected = true; GetButton().SetButtonNormalColor(selectionColor); return(false); }
public override void OnSelectorEnabled(UITabSelector selector, bool enabled) { ResetButtonColor(); }
/** * Called when selector moves to object. * Can disable if another selector needs to run * * @param forward - was the object selected in a forward motion * * @return true if should disable selector */ public virtual bool OnSelected(UITabSelector selector, bool forward) //TODO replace forward with more detailed data once arrow keys are implemented { return(false); }
public override void OnSelectorEnabled(UITabSelector selector, bool enabled) { inputField.DeactivateInputField(); inputField.OnDeselect(new BaseEventData(EventSystem.current)); EventSystem.current.SetSelectedGameObject(null); }
public override bool OnActived(UITabSelector selector) { toggle.isOn = !toggle.isOn; return(false); }
public void Build(UITabSelector tabSelector) { CurrentSelector = tabSelector; SetTexts(); }
/** * Called when the selector is enabled/disabled to allow reseting state */ public virtual void OnSelectorEnabled(UITabSelector selector, bool enabled) { }
public virtual bool CanBeSelected(UITabSelector selector) { return(gameObject.activeSelf && gameObject.activeInHierarchy); }
/** * Called when selector activates the object * Can disable if selector should not run. Can be used * when entering a menu. * * @return true if should disable selector */ public virtual bool OnActived(UITabSelector selector) { return(false); }
/** * Called when selector moves to another object from this one. * */ public virtual void OnUnSelected(UITabSelector selector) { }