Esempio n. 1
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        public IEnumerator DestructiveDialog()
        {
            if (Application.isEditor)
            {
                yield break;
            }

            const string title   = "Save";
            const string message = "Do you want to save your progress?";
            var          builder = new UM_NativeDialogBuilder(title, message);

            builder.SetPositiveButton("Cancel", () => {
                Debug.Log("Yes button pressed");
            });

            builder.SetDestructiveButton("Delete", () => {
                Debug.Log("Delete button pressed");
            });

            var dialog = builder.Build();

            dialog.Show();

            yield return(null);

            dialog.Hide();
        }
Esempio n. 2
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        public IEnumerator ComplexDialog()
        {
            if (Application.isEditor)
            {
                yield break;
            }

            const string title   = "Save";
            const string message = "Do you want to save your progress?";
            var          builder = new UM_NativeDialogBuilder(title, message);

            builder.SetPositiveButton("Yes", () => {
                Debug.Log("Yes button pressed");
            });

            builder.SetNegativeButton("No", () => {
                Debug.Log("Yes button pressed");
            });

            builder.SetNeutralButton("Later", () => {
                Debug.Log("Later button pressed");
            });

            var dialog = builder.Build();

            dialog.Show();

            yield return(null);

            dialog.Hide();
        }
Esempio n. 3
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    private void ShowMessage(string title, string message)
    {
        var builder = new UM_NativeDialogBuilder(title, message);

        builder.SetPositiveButton("Okay", () => {
        });

        var dialog = builder.Build();

        dialog.Show();
    }
Esempio n. 4
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    // show a simple "OK" dialog
    // documentation: https://unionassets.com/ultimate-mobile-pro/native-dialogs-722
    public void ShowDialog(string title, string message)
    {
        // string title = "Congrats";
        // string message = "Your account has been verified";
        var builder = new UM_NativeDialogBuilder(title, message);

        builder.SetPositiveButton("Okay", () =>
        {
            Debug.Log("Okay button pressed");
        });
        var dialog = builder.Build();

        dialog.Show();
    }
Esempio n. 5
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    private void Message()
    {
        var title   = "Congrats";
        var message = "Your account has been verified";
        var builder = new UM_NativeDialogBuilder(title, message);

        builder.SetPositiveButton("Okay", () => {
            Debug.Log("Okay button pressed");
        });

        var dialog = builder.Build();

        dialog.Show();
        SA_Coroutine.WaitForSeconds(2f, dialog.Hide);
    }
Esempio n. 6
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    private void DestructiveDialog()
    {
        var title   = "Confirmation ";
        var message = "Do you want to delete this item?";
        var builder = new UM_NativeDialogBuilder(title, message);

        builder.SetNegativeButton("Cancel", () => {
            Debug.Log("Cancel button pressed");
        });

        builder.SetDestructiveButton("Delete", () => {
            Debug.Log("Delete button pressed");
        });

        var dialog = builder.Build();

        dialog.Show();
    }
Esempio n. 7
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    private void Dialog()
    {
        var title   = "Save";
        var message = "Do you want to save your progress?";

        var builder = new UM_NativeDialogBuilder(title, message);

        builder.SetPositiveButton("Yes", () => {
            Debug.Log("Yes button pressed");
        });

        builder.SetNegativeButton("No", () => {
            Debug.Log("No button pressed");
        });
        var dialog = builder.Build();

        dialog.Show();
    }
        public void Action()
        {
            if (Main.GameData.TryConsumeAmmo())
            {
                m_ShootParticles.Play();
            }
            else
            {
                var builder = new UM_NativeDialogBuilder("Out of Ammo", "Would you like to buy more ammo?");
                builder.SetPositiveButton("Yes!", () =>
                {
                    Main.PaymentService.AddPayment(GameConfig.k_10AmmoPack);
                });
                builder.SetNegativeButton("Maybe Next Time", () => {});

                var dialog = builder.Build();
                dialog.Show();
            }
        }
Esempio n. 9
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        public IEnumerator Message()
        {
            if (Application.isEditor)
            {
                yield break;
            }

            const string title   = "Congrats";
            const string message = "Your account has been verified";
            var          builder = new UM_NativeDialogBuilder(title, message);

            builder.SetPositiveButton("Okay", () => {
                Debug.Log("Okay button pressed");
            });

            var dialog = builder.Build();

            dialog.Show();

            yield return(null);

            dialog.Hide();
        }