Esempio n. 1
0
 void OnDestroy()
 {
     if (I == this)
     {
         I        = null;
         elements = MinigamesUIElement.Unset;
     }
     showTween.Kill();
 }
Esempio n. 2
0
        public void Initialize(bool showStarsBar, bool showClock, bool showLives)
        {
            this.showStarsBar = showStarsBar;
            this.showClock    = showClock;
            this.showLives    = showLives;

            MinigamesUI.Init((showLives ? MinigamesUIElement.Lives : 0) |
                             (showStarsBar ? MinigamesUIElement.Starbar : 0) |
                             (showClock ? MinigamesUIElement.Timer : 0));
        }
Esempio n. 3
0
        /// <summary>
        /// Instantiates the Minigames UI in a scene, with the given parameters.
        /// The minigames UI is destroyed when a new scene is loaded.
        /// <para>
        /// NOTE: calling this method when a MinigamesUI is already in the scene will destroy the current one and create a new one.
        /// </para>
        /// NOTE: after calling this method, you will have to call the <code>Setup</code> method on each separate element
        /// (except for Starbar that doesn't need it).
        /// </summary>
        /// <param name="_elements">UI elements, uses Flag enum. For example, to activate both Starbar and Timer, use:
        /// <para><code>Init(MinigamesUIElement.Starbar | MinigamesUIElement.Lives);</code></para>
        /// while to activate only the Timer, call:
        /// <para><code>Init(MinigamesUIElement.Timer);</code></para>
        /// </param>
        public static void Init(MinigamesUIElement _elements)
        {
            if (I != null)
            {
                Destroy(I.gameObject);
            }

            elements = _elements;
            GameObject go = Instantiate(Resources.Load <GameObject>(ResourcePath));

            go.name = "[MinigamesUI]";
            I       = go.GetComponent <MinigamesUI>();
        }
Esempio n. 4
0
        void Awake()
        {
            I = this;

            if (HasElement(MinigamesUIElement.Unset))
            {
                Debug.LogWarning("MinigamesUI ► Elements are Unset");
                return;
            }

            Starbar = this.GetComponentInChildren <MinigamesUIStarbar>(true);
            Timer   = this.GetComponentInChildren <MinigamesUITimer>(true);
            Lives   = this.GetComponentInChildren <MinigamesUILives>(true);
            Starbar.gameObject.SetActive(HasElement(MinigamesUIElement.Starbar));
            Timer.gameObject.SetActive(HasElement(MinigamesUIElement.Timer));
            Lives.gameObject.SetActive(HasElement(MinigamesUIElement.Lives));
            if (HasElement(MinigamesUIElement.Timer) && HasElement(MinigamesUIElement.Lives))
            {
                // Shift lives under timer
                Lives.RectTransform.SetAnchoredPosY(Timer.RectTransform.anchoredPosition.y - Timer.RectTransform.sizeDelta.y * 0.5f);
            }

            // Activate and animate elements entrance
            const float duration = 0.5f;

            showTween = DOTween.Sequence();
            TweenParams tp = TweenParams.Params.SetEase(Ease.OutBack);

            if (HasElement(MinigamesUIElement.Starbar))
            {
                showTween.Insert(0, Starbar.RectTransform.DOAnchorPosX(0, duration).From().SetAs(tp));
            }
            if (HasElement(MinigamesUIElement.Timer))
            {
                showTween.Insert(0, Timer.RectTransform.DOAnchorPosX(Timer.RectTransform.sizeDelta.x * 0.5f, duration).From().SetAs(tp));
            }
            if (HasElement(MinigamesUIElement.Lives))
            {
                showTween.Insert(0, Lives.RectTransform.DOAnchorPosX(0, duration).From().SetAs(tp));
            }
        }