/// <summary> /// All the components desired to be hidden should be stored in a panel on the next level down in the heirarchy. /// "Panel" should be used as the GameObject name so that it can always be found when this function is called. /// </summary> public virtual void HideComponents() { GameObject panel = transform.Find("Panel").gameObject; panel.SetActive(false); MouseSelection.DelayNextClickSelect(); }
public void DestroySelf() { notificationQueue = FindObjectOfType <NotificationQueue>(); transform.SetParent(null);//destroy doesn't destroy obj until end of frame, so child count won't be updated unless this is detatched from the parent Destroy(gameObject); Destroy(this); MouseSelection.DelayNextClickSelect(); notificationQueue.ToggleLbl(); }
void OnMouseUpAsButton() { ActivateNotification(); MouseSelection.DelayNextClickSelect(); }
/// <summary> /// A delay is used so that when the UI is deactivated the click used to deactivate it won't cause side effect behaviour /// e.g. player walking to where the button was clicked. /// </summary> public void DeactivateSelf() { gameObject.SetActive(false); MouseSelection.DelayNextClickSelect(); }