protected override void OnViewInit() { //Debug.Log("Customise init"); if (!GuiOptions.customControlsInitialised) { GuiHUD.StoreControlsPositions(); } m_Controls.Add(new CustomControl() { m_Name = "FireDummy", m_OptionsPos = GuiOptions.FireUseButton }); m_Controls.Add(new CustomControl() { m_Name = "ReloadDummy", m_OptionsPos = GuiOptions.ReloadButton }); m_Controls.Add(new CustomControl() { m_Name = "RollDummy", m_OptionsPos = GuiOptions.RollButton }); m_Controls.Add(new CustomControl() { m_Name = moveDummyName, m_OptionsPos = GuiOptions.MoveStick }); m_Controls.Add(new CustomControl() { m_Name = "WeaponsDummy", m_OptionsPos = GuiOptions.WeaponButton }); //m_Controls.Add(new CustomControl(){m_Name = "PauseDummy", m_OptionsPos = GuiOptions.PauseButton}); m_Controls.Add(new CustomControl() { m_Name = "SprintDummy", m_OptionsPos = GuiOptions.SprintButton }); for (int i = 0; i < GuiOptions.GadgetButtons.Length; i++) { m_Controls.Add(new CustomControl() { m_Name = gadgetDummnyName + (i + 1), m_OptionsPos = GuiOptions.GadgetButtons[i] }); } //init all sprites foreach (CustomControl c in m_Controls) { GUIBase_Sprite sprite = GuiBaseUtils.PrepareSprite(m_ScreenLayout, c.m_Name); c.m_WidgetDummy = sprite.Widget; c.m_Transform = c.m_WidgetDummy.transform; } }
void WaitForLogGui() { // TODO - potrebuji robustni test, jestli uz byl level obsahujici GUI doloadovan a vse z nej bylo inicializovano // To co nasleduje rozhodne ROBUSTNI test neni // snazim se najit root platformu a pokud tam je, mela by byt zaregistrovana (ze sveho Startu), podivam se, jestli se uz updatla // To znamena, ze vse uz je loadle, zaregistrovane a uz se updatuje... // Debug.Log("mission waitfor gui"); GUIBase_Platform p = MFGuiManager.Instance.FindPlatform("Gui_16_9"); if (p && p.IsInitialized()) { GuiHUD.StoreControlsPositions(); StartCoroutine(PrepareForStart()); } else { Invoke("WaitForLogGui", 0.1f); } }