public override void Hide(SceneVoidDelegate afterFinished = null) { base.Hide(afterFinished); PauseButtonGameObject.SetActive(false); HelpButtonGameObject.SetActive(false); if (_isFromPause) { return; } RemoveCursorMemorize(); }
private void GeneratedShow() { PersistenSingleton <UIManager> .Instance.SetPlayerControlEnable(true, null); PersistenSingleton <UIManager> .Instance.SetGameCameraEnable(true); PersistenSingleton <UIManager> .Instance.SetMenuControlEnable(true); PersistenSingleton <UIManager> .Instance.SetUIPauseEnable(true); PauseButtonGameObject.SetActive(PersistenSingleton <UIManager> .Instance.IsPauseControlEnable && FF9StateSystem.MobilePlatform); HelpButtonGameObject.SetActive(PersistenSingleton <UIManager> .Instance.IsPauseControlEnable && FF9StateSystem.MobilePlatform); ButtonGroupState.SetScrollButtonToGroup(_abilityScrollList.ScrollButton, AbilityGroupButton); ButtonGroupState.SetScrollButtonToGroup(_itemScrollList.ScrollButton, ItemGroupButton); ButtonGroupState.SetPointerOffsetToGroup(new Vector2(34f, 0.0f), AbilityGroupButton); ButtonGroupState.SetPointerOffsetToGroup(new Vector2(34f, 0.0f), ItemGroupButton); ButtonGroupState.SetPointerOffsetToGroup(new Vector2(16f, 0.0f), TargetGroupButton); ButtonGroupState.SetPointerOffsetToGroup(new Vector2(10f, 0.0f), CommandGroupButton); ButtonGroupState.SetPointerLimitRectToGroup(AbilityPanel.GetComponent <UIWidget>(), _abilityScrollList.cellHeight, AbilityGroupButton); ButtonGroupState.SetPointerLimitRectToGroup(ItemPanel.GetComponent <UIWidget>(), _itemScrollList.cellHeight, ItemGroupButton); }