// Use this for initialization void Start() { if (Menu) { manager = Menu.GetComponent <InterfaceAnimManager>(); } Player = GameObject.FindWithTag("Player"); }
private void onClose() { InterfaceAnimManager iam = content_.GetComponent <InterfaceAnimManager>(); iam.startDisappear(true); close(); }
private void endDisappear() { //Debug.Log("CSFHI : endDisappear " + name); foreach (InterfaceAnmElement _element in elementsList) { _element.currentState = CSFHIAnimableState.disappeared; if (_element.isNested_IAM) { _element.gameObjectRef.GetComponent <InterfaceAnimManager>().currentState = CSFHIAnimableState.disappeared; } _element.gameObjectRef.SetActive(false); } waitElementFullAnim = null; StopCoroutine(Disable_OnDisappearEnd()); currentState = CSFHIAnimableState.disappeared; if (!isIAM_Root()) // if it is nested IAM { this.gameObject.SetActive(false); //+ if this nested IAM is the latest element to disappear of the ROOT, we use it to declare the endDisappear of the parent //because that element will usually be at delay 0, we need to launch endDisappear even after the original timer InterfaceAnimManager _parentIAM = this.transform.parent.GetComponent <InterfaceAnimManager>(); if (_parentIAM.currentState == CSFHIAnimableState.disappearing) { //we check that the parent is the root if (_parentIAM.transform.parent) { if (_parentIAM.transform.parent.GetComponent <InterfaceAnimManager>()) { return; } } int index = 0; foreach (InterfaceAnmElement _element in _parentIAM.elementsList) { if (_element.gameObjectRef == this.gameObject) { if (index == 0) { _parentIAM.endDisappear(); } return; } index++; } } } // Check if there are any listeners. if (OnEndDisappear != null) { OnEndDisappear(this); } }
public void open() { this.gameObject.SetActive(true); content_.gameObject.SetActive(true); InterfaceAnimManager iam = content_.GetComponent <InterfaceAnimManager>(); TaskWait tw = new TaskWait(0.1f); TaskManager.PushBack(tw, delegate { iam.startAppear(); }); TaskManager.Run(tw); }
private void CallInterface(InterfaceAnimManager _interface) { if (current) { current.startDisappear(true); } current = _interface; if (_interface) { current.gameObject.SetActive(true); current.startAppear(); UpdateDisplayedInfo(); } }
void OnEnable() { _target = (InterfaceAnimManager)target; }
// Start is called before the first frame update void Start() { anim = this.GetComponent <InterfaceAnimManager>(); }
void HandleOnEndDisappear(InterfaceAnimManager _IAM) { Debug.Log("EVENT LISTENER : " + _IAM.name + " onEndDisappear"); }
// Use this for initialization void Start() { animManager = transform.GetChild(0).GetComponent <InterfaceAnimManager>(); panelP = transform.position; audioSource = animManager.GetComponent <AudioSource>(); }