Esempio n. 1
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 //On up
 public override void OnPointerUp(PointerEventData eventData)
 {
     if (m_enabled)
     {
         base.OnPointerUp(eventData);
         CUIFunctions.PlayAction(m_onUp, this.gameObject);
     }
 }
Esempio n. 2
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 public void SetValue(float value)
 {
     if(m_value > value)
         CUIFunctions.PlayAction(m_decreaseValue, this.gameObject);
     else if (m_value < value)
         CUIFunctions.PlayAction(m_increaseValue, this.gameObject);
     m_value = value;
     m_text.text = m_value.ToString(m_format);
 }
Esempio n. 3
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 //Change by amount
 public void ChangeValue(float amount)
 {
     m_value += amount;
     if(amount > 0)
         CUIFunctions.PlayAction(m_increaseValue, this.gameObject);
     else if (amount < 0)
         CUIFunctions.PlayAction(m_decreaseValue, this.gameObject);
     m_text.text = m_value.ToString(m_format);
 }
Esempio n. 4
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 //Enable
 public float Enable()
 {
     if (m_enabled == false)
     {
         m_enabled = true;
         gameObject.SetActive(true);
         return(CUIFunctions.PlayAction(m_onEnabled, this.gameObject));
     }
     return(0);
 }
Esempio n. 5
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 //My disable function
 public float Disable()
 {
     if (m_enabled)
     {
         m_enabled = false;
         //Use return value from play actions being called to start coroutine
         float time = CUIFunctions.PlayAction(m_onDisabled, this.gameObject);
         StartCoroutine(CUIFunctions.DisableAfter(time, this.gameObject));
         return(time);
     }
     return(0);
 }
Esempio n. 6
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 public void ChangeBy(float amount)
 {
     if (amount != 0)
     {
         m_lerpTimer = 0;
         if (amount > 0)
         {
             CUIFunctions.PlayAction(m_onIncrease, this.gameObject);
         }
         else
         {
             CUIFunctions.PlayAction(m_onDecrease, this.gameObject);
         }
         m_targetValue += amount;
     }
 }
Esempio n. 7
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 public void SetValue(float value)
 {
     if (value != m_targetValue)
     {
         m_lerpTimer = 0;
         if (value > m_targetValue)
         {
             CUIFunctions.PlayAction(m_onIncrease, this.gameObject);
         }
         else
         {
             CUIFunctions.PlayAction(m_onDecrease, this.gameObject);
         }
         m_targetValue = value;
     }
     //StartCoroutine(LerpToOver(value, m_lerpTime));
 }
Esempio n. 8
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 public float Disable()
 {
     if (m_enabled)
     {
         m_enabled = false;
         //ICUIElement[] childrenElements = GetComponentsInChildren<ICUIElement>();
         float time = 0;
         foreach (ICUIElement element in childrenElements)
         {
             float duration = element.Disable();
             if (time < duration)
             {
                 time = duration;
             }
         }
         StartCoroutine(CUIFunctions.DisableAfter(time, this.gameObject));
         return(time);
     }
     return(0);
 }