Esempio n. 1
0
        public static void AddNotification(NkhMsg msg)
        {
            Scene globalScene = SceneManager.GetSceneByName("Global");

            if (!globalScene.IsValid())
            {
                return;
            }

            Transform game = globalScene.GetRootGameObjects()[0].transform.Find("Game");

            if (game is null)
            {
                return;
            }

            //if (InGame.instance == null || notifications.Count >= maxMessagesAtOnce)
            if (notifications.Count >= maxMessagesAtOnce)
            {
                notificationQueue.Enqueue(msg);
                return;
            }

            lock (notifications)
            {
                int slot = 0;
                for (int i = 0; i < maxMessagesAtOnce; i++)  //this terrible looking code gets first availible slot for message. prevents overlapping msgs
                {
                    bool skip = false;
                    foreach (Notification item in notifications)
                    {
                        if (item.slot == i)
                        {
                            skip = true;
                            break;
                        }
                    }

                    if (skip)
                    {
                        continue;
                    }

                    slot = i;
                    break;
                }

                Notification notification = new Notification(slot, msg);
                notifications.Add(notification);
            }
        }
Esempio n. 2
0
        public Notification(int slot, NkhMsg msg)
        {
            if (assetBundle == null)
            {
                assetBundle = AssetBundle.LoadFromMemory(Properties.Resources.ingame_popup);
            }
            if (canvas == null)
            {
                canvas = assetBundle.LoadAsset("Canvas").Cast <GameObject>();
            }

            this.slot = slot;
            //======
            // Initialize game object stuff
            //======

            Scene popups           = SceneManager.GetSceneByName("Popups");
            Scene mainMenuWorld    = SceneManager.GetSceneByName("MainMenuWorld");
            Scene globalScene      = SceneManager.GetSceneByName("Global");
            Scene commonForeground = SceneManager.GetSceneByName("CommonForegroundUI");
            Scene mainMenuUI       = SceneManager.GetSceneByName("MainMenuUi");


            /*img = canvas.transform.Find("Image").GetComponent<Image>();
             * title = canvas.transform.Find("Image/Title").GetComponent<Text>();
             * body = canvas.transform.Find("Image/Body").GetComponent<Text>();
             *
             * gameObject = GameObject.Instantiate(img.gameObject, mainMenuUI.GetRootGameObjects()[0].transform);*/



            gameObject = GameObject.Instantiate(canvas, globalScene.GetRootGameObjects()[0].transform);

            //tried this to get popup showing on main menu. Didnt work

            /*var canvasPos = gameObject.transform.position;
             * gameObject.transform.position = new Vector3(canvasPos.x, canvasPos.y, -46); //48*/

            img   = gameObject.transform.Find("Image").GetComponent <Image>();
            title = gameObject.transform.Find("Image/Title").GetComponent <Text>();
            body  = gameObject.transform.Find("Image/Body").GetComponent <Text>();



            //======
            //set ui elements
            //======
            currentMsg = msg;

            title.text  = currentMsg.NkhText.Title;
            title.color = currentMsg.NkhText.TitleColor;
            body.text   = currentMsg.NkhText.Body;
            body.color  = currentMsg.NkhText.BodyColor;

            //set pos so elements are positioned correctly
            int windowHeight = Screen.height;
            //MelonLogger.Log(windowHeight.ToString());

            float test1 = (windowHeight / 8) * 1.155f;
            //var spaceBetweenSlots = 110 * slot;
            //var spaceBetweenSlots = 135* slot;
            float spaceBetweenSlots = test1 * slot;


            Vector3 pos = img.transform.position;

            pos.x  = -defaultWidth;
            pos.y -= spaceBetweenSlots + 55;
            pos.z  = 955;      //might get rid of this later. Setting ui to be very high up so it won't get put under other stuff. Game camera is at about 995
            nextX  = -defaultWidth;
            img.transform.position = pos;


            if (currentMsg.MsgShowTime == 0)
            {
                currentMsg.MsgShowTime = 1.5;
            }
            //prepping final variables for smooth transitions
            msgIsAlive = true;
            doShowMsg  = true;
            doStallMsg = false;
            doHideMsg  = false;

            UpdateEvent += Notification_UpdateEvent;
        }