/// <summary> /// Open the market, setup all the return buttons to return to the main screen and enable the main screen /// </summary> public void OpenMarket() { CachedGameObject.SetActive(true); SetupReturnButtons(); PutScreenInFocus(screens.MainScreen); }
public void Initialize( Vector2d position = default(Vector2d), Vector2d rotation = default(Vector2d)) { IsActive = true; CheckCasting = true; CachedGameObject.SetActive(true); if (Body.IsNotNull()) { Body.Initialize(position.ToVector3d(), rotation); } if (Influencer.IsNotNull()) { Influencer.Initialize(); } abilityManager.Initialize(); if (Animator.IsNotNull()) { Animator.Initialize(); } }
/// <summary> /// Starts the video /// </summary> public virtual void StartVideo(TEvent @event) { RenderTexture.SetActive(true); CachedGameObject.SetActive(true); playingVideo = true; VideoPlayer.Play(); }
public virtual void SetActive(bool active) { if (CachedGameObject.activeSelf != active) { CachedGameObject.SetActive(active); } }
private T AddComponentBasedOnPlatform <T> () where T : MonoBehaviour { System.Type _basicType = typeof(T); string _baseTypeName = _basicType.ToString(); // Check if we have free version specific class string _platformSpecificTypeName = null; #if UNITY_EDITOR _platformSpecificTypeName = _baseTypeName + "Editor"; #elif UNITY_IOS _platformSpecificTypeName = _baseTypeName + "IOS"; #elif UNITY_ANDROID _platformSpecificTypeName = _baseTypeName + "Android"; #endif if (!string.IsNullOrEmpty(_platformSpecificTypeName)) { #if !NETFX_CORE System.Type _platformSpecificClassType = _basicType.Assembly.GetType(_platformSpecificTypeName, false); #else System.Type _platformSpecificClassType = _basicType; #endif return(CachedGameObject.AddComponent(_platformSpecificClassType) as T); } return(CachedGameObject.AddComponent <T>()); }
private void Start() { CancellationToken token = CachedGameObject.GetCancellationTokenOnDestroy(); InvokeFixedUpdateEvents().AttachExternalCancellation(token); InvokeMainUpdateEvents().AttachExternalCancellation(token); }
private void DisableContinueButton() { if (!UserSettings.SettingsExist) { CachedGameObject.SetActive(false); } }
protected override void OnInit(UIForm uiform, object userData) { base.OnInit(uiform, userData); m_CachedCanvas = CachedGameObject.GetOrAddComponent <Canvas>(); m_CachedCanvas.worldCamera = GameEntry.UI.UICamera; //设置UI相机 m_CachedCanvas.overrideSorting = true; OriginalDepth = m_CachedCanvas.sortingOrder; //初始深度 m_CanvasGroup = CachedGameObject.GetOrAddComponent <CanvasGroup>(); RectTransform rectTrans = CachedTransform as RectTransform; rectTrans.anchorMin = Vector2.zero; rectTrans.anchorMax = Vector2.one; rectTrans.anchoredPosition = Vector2.zero; rectTrans.sizeDelta = Vector2.zero; CachedGameObject.GetOrAddComponent <GraphicRaycaster>(); //设置所有字体 Text[] texts = GetComponentsInChildren <Text>(true); for (int i = 0; i < texts.Length; i++) { texts[i].font = s_MainFont; if (!string.IsNullOrEmpty(texts[i].text)) { texts[i].text = GameEntry.Localization.GetString(texts[i].text); } } }
public override void HandleHide(bool instant) { if (instant) { CachedGameObject.SetActive(false); animationTracker.SampleAnimation(anim_Hide, 1f); HideComplete(anim_Hide); } else { float time = 1f - GetShowAmount(); if (!shareAnimationTimes) { time = 0f; } if (time == 1f) { HideComplete(anim_Hide); } else { animationTracker.PlayAnimation(anim_Hide); animationTracker.SetAnimationTime(anim_Hide, time); } } }
public override void HandleShow(bool instant) { if (instant) { animationTracker.SampleAnimation(anim_Show, 1f); CachedGameObject.SetActive(true); ShowComplete(anim_Show); } else { float time = GetShowAmount(); if (!shareAnimationTimes) { time = 0f; } if (time == 1f) { ShowComplete(anim_Show); } else { CachedGameObject.SetActive(true); animationTracker.PlayAnimation(anim_Show); animationTracker.SetAnimationTime(anim_Show, time); } } }
public virtual void Show(object args) { CachedGameObject.SetActive(true); isActivated = true; this._args = args; }
public virtual void Initialize( Vector2d position = default(Vector2d), Vector2d rotation = default(Vector2d)) { IsActive = true; CheckCasting = true; // put game object under it's agent commander CachedGameObject.transform.parent = this.Controller.Commander.GetComponentInChildren <RTSAgents>().transform; CachedGameObject.SetActive(true); if (Body.IsNotNull()) { Body.Initialize(position.ToVector3d(), rotation); } if (Influencer.IsNotNull()) { Influencer.Initialize(); } abilityManager.Initialize(); if (Animator.IsNotNull()) { Animator.Initialize(); } }
public void Initialize( Vector2d position = default(Vector2d), Vector2d rotation = default(Vector2d)) { IsActive = true; CheckCasting = true; CachedGameObject.SetActiveIfNot(true); if (Body.IsNotNull()) { Body.Initialize(new Vector2dHeight(position), rotation); } if (Triggers.IsNotNull()) { foreach (LSTrigger trigger in Triggers) { trigger.Initialize(); } } if (Influencer.IsNotNull()) { Influencer.Initialize(); } abilityManager.Initialize(); if (Animator.IsNotNull()) { Animator.Initialize(); } }
public Rigidbody2D ForceGetRigidbody2D() { if (CachedRigidbody2D == null) { _cachedRigidbody2D = CachedGameObject.AddComponent <Rigidbody2D>(); } return(_cachedRigidbody2D); }
public Rigidbody ForceGetRigidbody() { if (CachedRigidbody == null) { _cachedRigidbody = CachedGameObject.AddComponent <Rigidbody>(); } return(_cachedRigidbody); }
/* * Function: Activates this gameobject. It is mandatory to have this method for pooling porpouses * Parameters: isFirstTime is true when the object is preloaded in the pool * Return: None */ public override void OnSpawn(bool isFirstTime) { if (mustShowDebugInfo) { Debug.Log("OnObjectPooledAudioObject at First Time[" + isFirstTime + "]"); } CachedGameObject.SetActive(true); }
private void Pool() { AgentController.CacheAgent(this); if (CachedGameObject != null) { CachedGameObject.SetActive(false); } }
/// <summary> /// Call this when all parameters are supplied as desired. /// </summary> public void Initialize() { CachedGameObject.SetActive(true); StartCoroutine(LifeTimer()); if (OnInitialize.IsNotNull()) { OnInitialize(); } }
/// <summary> /// Called when this effect is deactivated. /// </summary> public void Deactivate() { CachedTransform.SetParent(null); CachedGameObject.SetActive(false); if (OnDeactivate.IsNotNull()) { OnDeactivate(); } }
public void Hide() { CachedGameObject.SetActive(false); AppFacade.Instance.GetManager <UIMgr>(ManagerName.UI).SetPanelDepth(this, false); this.OnPlayCloseUIAudio(); OnHide(); }
public void Initialize( AgentController controller, ushort localID, ushort globalID, Vector2d position = default(Vector2d), Vector2d rotation = default(Vector2d)) { LocalID = localID; GlobalID = globalID; Controller = controller; IsActive = true; CheckCasting = true; Selectable = true; CachedGameObject.SetActiveIfNot(true); if (Body.IsNotNull()) { Body.Initialize(new Vector2dHeight(position), rotation); } if (Triggers.IsNotNull()) { foreach (LSTrigger trigger in Triggers) { trigger.Initialize(); } } if (Influencer.IsNotNull()) { Influencer.Initialize(); } if (Animator.IsNotNull()) { Animator.Initialize(); } abilityManager.Initialize(); if (StatsBarer != null) { StatsBarer.Initialize(); } if (Ringer.IsNotNull()) { Ringer.Initialize(); IsSelected = false; IsHighlighted = false; } if (onInitialized != null) { onInitialized(this); } }
/* * Function: DeActivates this gameobject and cleans its clip reference. It is mandatory to have this method for pooling porpouses * Parameters: None * Return: None */ public override void OnDespawn() { if (mustShowDebugInfo) { Debug.Log("OnDespawnObjectPooledAudioObject"); } audioObjReference.currentClip.clip = null; CachedGameObject.SetActive(false); }
void ResetToInitialState() { CachedGameObject.SetActive(initialState.Active); enabled = initialState.Enabled; for (int i = 0; i < initialState.ComponentStates.Length; i++) { componentBehaviours[i].enabled = initialState.ComponentStates[i]; } }
void CreateGround() { float x = 0f; groundCollider = CachedGameObject.AddComponent <BoxCollider2D> (); topCollider = tup.gameObject.AddComponent <BoxCollider2D> (); leftCollider = tleft.gameObject.AddComponent <BoxCollider2D> (); rightCollider = tright.gameObject.AddComponent <BoxCollider2D> (); Vector2 size = new Vector2(worldWidth, 5f); Vector2 offset = new Vector2(0f, -(worldHeight * 0.5f + 2.5f)); groundCollider.offset = offset; groundCollider.size = size; offset = new Vector2(0f, (2.5f)); topCollider.offset = offset; topCollider.size = size; size = new Vector2(5f, worldHeight); offset = new Vector2(-(2.5f), 0f); leftCollider.offset = offset; leftCollider.size = size; size = new Vector2(5f, worldHeight); offset = new Vector2((2.5f), 0f); rightCollider.offset = offset; rightCollider.size = size; while (x <= worldWidth) { TrashGround ground = GetNewGround(); //ground.CachedTransform.parent = CachedTransform; float x_pos = GetXPositionFor(ground, x); x = GetNextXPositionFor(ground, x_pos); x_pos += tleft.position.x; float y = tdown.position.y - ground.GetHeight() * 0.5f; Vector2 pos = new Vector2(x_pos, y); ground.CachedTransform.position = pos; cache_Ground_Size = ground.GetHeight() * 0.99f; } }
protected void HideComplete(string anim) { if (_onHideCompleted != null) { _onHideCompleted(); } CachedGameObject.SetActive(false); OnHideComplete(); }
void LayoutHidden() { if (_layoutHidden != null) { _layoutHidden(); } _layoutHidden = null; CachedGameObject.SetActive(false); }
void Cache() { if (CachedGameObject == null) { CachedGameObject = this.gameObject; } if (CachedTransform == null) { CachedTransform = this.transform; } if (CachedRectTransform == null) { CachedRectTransform = CachedGameObject.GetComponent <RectTransform>(); } if (canvas == null) { canvas = GetComponent <Canvas>(); } if (uiCamera == null) { uiCamera = FindInChild <Camera>(CachedTransform, "UICamera"); } if (sceneRoot == null) { sceneRoot = FindInChild <RectTransform>(CachedTransform, "SceneRoot"); } if (windowRoot == null) { windowRoot = FindInChild <RectTransform>(CachedTransform, "WindowRoot"); } if (popupRoot == null) { popupRoot = FindInChild <RectTransform>(CachedTransform, "PopupRoot"); } if (otherRoot == null) { otherRoot = FindInChild <RectTransform>(CachedTransform, "OtherRoot"); } if (maskRoot == null) { maskRoot = FindInChild <RectTransform>(CachedTransform, "MaskRoot"); } if (fullScreenMask == null) { fullScreenMask = FindInChild <Image>(CachedTransform, "mask"); } fullScreenMask.gameObject.GetComponent <Button>().onClick.AddListener(OnClickMask); // find EventSystem }
void InitializeHierarchyIfNeeded() { if (children != null) { return; } parent = CachedGameObject.GetComponentInParent <EntityBehaviour>(true); var childList = new List <EntityBehaviour>(); PopulateChildren(CachedTransform, childList); children = childList.ToArray(); }
/// <summary> /// Called when this effect is deactivated. Perform resets here. /// </summary> internal void Deactivate() { if (CachedShuriken != null) { CachedShuriken.Stop(); } CachedTransform.SetParent(null); CachedGameObject.SetActive(false); if (OnDeactivate.IsNotNull()) { OnDeactivate(); } }
/// <summary> /// Init the screen and calls the specified screenChangeCallback. /// </summary> /// <param name="screenChangeCallback">Screen change callback.</param> public void Init(UIScreenController.ScreenChangedEventHandler screenChangeCallback) { if (Application.isPlaying) { if (mustShowDebugInfo) { Debug.Log("Init UIScreenManager[" + CachedGameObject.name + "] with Id[" + uniqueScreenId + "]"); } if (mustSurviveSceneChange && !_alreadyMarkedAsPerpetual) { UnityEngine.GameObject.DontDestroyOnLoad(CachedGameObject); _alreadyMarkedAsPerpetual = true; } //look for ui screen component if (_currentUIScreen == null) { _currentUIScreen = GetComponent <UIScreen>(); } if (_camera == null) { _camera = GetComponent <Camera>(); } UpdateCameraDepth(screenCameraDepth); if (_currentUIScreen == null) { if (mustShowDebugInfo) { Debug.LogWarning("UIManager[" + CachedGameObject.name + "] could not found UIScreen component, it will not work properly"); } if (mustActiveRecursively) { CachedGameObject.ForceActivateRecursively(true); } } else { if (mustActiveRecursively) { CachedGameObject.ForceActivateRecursively(true); } _currentUIScreen.Activate(screenChangeCallback); } } else { CachedGameObject.ForceActivateRecursively(true); } }