Esempio n. 1
0
        /// <summary>
        /// Creates the panel object in-game and displays it.
        /// </summary>
        private static void Create()
        {
            try
            {
                // We're now visible - create our gameobject, and give it a unique name for easy finding with ModTools.
                optionsGameObject = new GameObject("EYMOptionsPanel");

                // Attach to game options panel.
                optionsGameObject.transform.parent = optionsPanel.transform;

                _panel              = optionsGameObject.AddComponent <EYMOptionsPanel>();
                _panel.width        = optionsPanel.width - 10f;
                _panel.height       = 725f;
                _panel.clipChildren = false;

                // Needed to ensure position is consistent if we regenerate after initial opening (e.g. on language change).
                _panel.relativePosition = new Vector2(10f, 10f);

                // Set up and show panel.
                _panel.Setup(optionsPanel.width, optionsPanel.height);
            }
            catch (Exception e)
            {
                Logging.LogException(e, "exception creating options panel");
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Closes the panel by destroying the object (removing any ongoing UI overhead).
        /// </summary>
        private static void Close()
        {
            // Save settings first.
            ModSettings.Save();

            // Enforce C# garbage collection by setting to null.
            if (_panel != null)
            {
                _panel.parent.RemoveUIComponent(_panel);
                GameObject.Destroy(_panel);
                _panel = null;
            }

            // We're no longer visible - destroy our game object.
            if (optionsGameObject != null)
            {
                GameObject.Destroy(optionsGameObject);
                optionsGameObject = null;
            }
        }