コード例 #1
0
    private void Construct(ICalibrateState _state,
                           ARPlaneManager _planeManager,
                           ARPointCloudManager _pointCloudManager,
                           Settings _settings,
                           DialogBuilder.Factory _dialogBuilderFactory)
    {
        m_state                = _state;
        m_settings             = _settings;
        m_planeManager         = _planeManager;
        m_pointCloudManager    = _pointCloudManager;
        m_dialogBuilderFactory = _dialogBuilderFactory;

        UIFader fader = GetComponent <UIFader> ();

        fader.RegisterStateCallbacks((State)_state);
        ((State)_state).m_enteredState += Reset;

        m_planeSatisfaction = new ReactiveProperty <int> ();
        m_pointSatisfaction = new ReactiveProperty <int> ();

        m_resetButton.onClick.AddListener(Reset);
        m_skipButton.onClick.AddListener(OnSkipButtonPressed);

        gameObject.SetActive(false);
    }
コード例 #2
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    private void Construct(IBuildSaveState _state,
                           [Inject(Id = "TextValidateOutput")] Text _validateOutputText,
                           [Inject(Id = "InputName")] InputField _inputNameField,
                           [Inject(Id = "ButtonSaveTrack")] Button _saveButton,
                           [Inject(Id = "ButtonCancel")] Button _cancelButton,
                           [Inject(Id = "ButtonShare")] Button _shareButton,
                           DialogBuilder.Factory _dialogBuilderFactory,
                           IBuildStateMachine _buildSM,
                           UpdateUseCase _useCase)
    {
        m_state   = _state;
        m_session = _buildSM;
        m_useCase = _useCase;
        m_fader   = GetComponent <UIFader> ();
        m_fader.RegisterStateCallbacks(( State )m_state);

        m_validateOutputText      = _validateOutputText;
        m_validateOutputText.text = "Please enter a name for the Track";
        m_inputNameField          = _inputNameField;
        m_inputNameField.onValueChanged.AddListener(OnValueChanged);
        m_inputNameField.text = "";
        m_saveButton          = _saveButton;
        m_saveButton.onClick.AddListener(OnSaveButtonPressed);
        m_saveButton.interactable = false;
        _cancelButton.onClick.AddListener(OnCancelButtonPressed);
        m_dialogBuilderFactory = _dialogBuilderFactory;
        _shareButton.onClick.AddListener(OnShareButtonPressed);

        gameObject.SetActive(false);
    }
コード例 #3
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 protected void Construct(PointRecorder.Factory _pointRecorderFactory,
                          IFeaturePointsManager _trackBuilder,
                          DialogBuilder.Factory _dialogBuilderFactory)
 {
     m_pointRecorderFactory = _pointRecorderFactory;
     m_trackBuilder         = _trackBuilder;
     m_dialogBuilderFactory = _dialogBuilderFactory;
 }
コード例 #4
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 private void Construct(IBuildStateMachine _session,
                        DialogBuilder.Factory _dialogBuilderFactory,
                        SignalBus _signalBus)
 {
     m_session = _session;
     m_dialogBuilderFactory = _dialogBuilderFactory;
     m_signalBus            = _signalBus;
     Deactivate();
 }
コード例 #5
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 private void Construct(IBuildEditorState _state,
                        [Inject(Id = "TrackParent")] ISplineManager _splineMgr,
                        [Inject(Id = "TrackParent")] StreetView _streetView,
                        DialogBuilder.Factory _dialogBuilderFactory)
 {
     m_state = _state;
     m_fader = GetComponent <UIFader> ();
     m_fader.RegisterStateCallbacks(( State )m_state);
     gameObject.SetActive(false);
     m_streetView           = _streetView;
     m_dialogBuilderFactory = _dialogBuilderFactory;
 }
コード例 #6
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    private void Construct(IBuildObserveState _state,
                           DialogBuilder.Factory _dialogBuilderFactory)
    {
        m_state = _state;
        m_dialogBuilderFactory = _dialogBuilderFactory;

        m_backButton.onClick.AddListener(OnBackButtonPressed);
        m_editCopyButton.onClick.AddListener(OnEditCopyButtonPressed);
        m_raceButton.onClick.AddListener(OnRaceButtonPressed);

        UIFader fader = GetComponent <UIFader> ();

        fader.RegisterStateCallbacks((State)m_state);
        gameObject.SetActive(false);
    }
コード例 #7
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 private void Construct(IBuildObserveDialogUI _buildObserveDialogUI,
                        ObserveUseCase _useCase,
                        DialogBuilder.Factory _dialogBuilderFactory,
                        [Inject(Id = "TrackParent")] ISplineManager _splineManager,
                        [Inject(Id = "TrackParent")] StreetView _streetView,
                        SignalBus _signalBus,
                        IFeaturePointsManager _featurePointsManager)
 {
     m_observeDialogUI      = _buildObserveDialogUI;
     m_useCase              = _useCase;
     m_dialogBuilderFactory = _dialogBuilderFactory;
     m_splineManager        = _splineManager;
     m_streetView           = _streetView;
     m_signalBus            = _signalBus;
     m_featurePointsManager = _featurePointsManager;
 }
コード例 #8
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 private void Construct([Inject(Id = "TrackParent")] ISplineManager _splineMgr,
                        [Inject(Id = "TrackParent")] StreetView _streetView,
                        DialogBuilder.Factory _dialogBuilderFactory,
                        VehicleSpawnManager _vehicleManager,
                        TouchInput _input,
                        SignalBus _signalBus,
                        [InjectOptional] IBuildStateMachine _buildSM)
 {
     m_streetView           = _streetView;
     m_splineMgr            = _splineMgr;
     m_dialogBuilderFactory = _dialogBuilderFactory;
     m_vehicleManager       = _vehicleManager;
     m_input     = _input;
     m_signalBus = _signalBus;
     m_buildSM   = _buildSM;
 }
コード例 #9
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    private void Construct(IBuildPaintState _state,
                           [Inject(Id = "ButtonCancel")] Button _cancelButton,
                           [Inject(Id = "ButtonDone")] Button _doneButton,
                           [Inject(Id = "ButtonClear")] Button _clearButton,
                           DialogBuilder.Factory _dialogBuilderFactory)
    {
        m_state = _state;
        m_dialogBuilderFactory = _dialogBuilderFactory;

        // Listen for state events
        GetComponent <UIFader> ().RegisterStateCallbacks(( State )m_state);

        // register callbacks
        _cancelButton.onClick.AddListener(OnCancelButtonPressed);
        _doneButton.onClick.AddListener(OnDoneButtonPressed);
        _clearButton.onClick.AddListener(OnClearButtonPressed);

        // turn off this gameobject in case it is active
        gameObject.SetActive(false);
    }
コード例 #10
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 public void Construct(DialogBuilder.Factory _builderFactory)
 {
     m_builderFactory = _builderFactory;
 }