void LoadStyles() { Texture textureDone = (Texture)Resources.Load("ic_done"); Texture textureError = (Texture)Resources.Load("ic_error_outline"); m_PluginStatus = new StatusContent( new GUIContent("Android Performance Tuner is enabled", textureDone), new GUIContent("Android Performance Tuner is disabled", textureError)); m_ApiStatus = new StatusContent( new GUIContent("API key is not set", textureError), new GUIContent("API key is set", textureDone)); m_FidelityModeStatus = new StatusContent( new GUIContent("Using custom fidelity", textureDone), new GUIContent("Using default fidelity", textureDone)); m_AnnotationModeStatus = new StatusContent( new GUIContent("Using custom annotation", textureDone), new GUIContent("Using default annotation", textureDone)); m_LoadingAnnotationStatus = new StatusContent( new GUIContent("Remove loading state from custom annotation", textureError, Names.removeLoadingStateTooltip), new GUIContent("Remove loading state from default annotation", textureError, Names.removeLoadingStateTooltip)); m_NoFidelityMessages = new GUIContent("Number of quality levels is 0", textureError); }
void LoadStyles() { Texture textureDone = (Texture)Resources.Load("ic_done"); Texture textureError = (Texture)Resources.Load("ic_error_outline"); m_PluginStatus = new StatusContent( new GUIContent("Android Performance Tuner is enabled", textureDone), new GUIContent("Android Performance Tuner is disabled", textureError)); m_ApiStatus = new StatusContent( new GUIContent("API key is not set", textureError), new GUIContent("API key is set", textureDone)); m_FidelityModeStatus = new StatusContent( new GUIContent("Using custom fidelity", textureDone), new GUIContent("Using default fidelity", textureDone)); m_AnnotationModeStatus = new StatusContent( new GUIContent("Using custom annotation", textureDone), new GUIContent("Using default annotation", textureDone)); m_LoadingAnnotationStatus = new StatusContent( new GUIContent("A loading state annotation is present", textureDone), new GUIContent("A loading state annotation is missing.", textureError)); }
private IEnumerator DoToggleDebug() { _active = !_active; StatusContent sc = Camera.main.GetComponentInChildren <StatusContent>(); sc.OnStatusChange((_active ? "Activating " : "Deactivating ") + "debug info", (int)_delay); yield return(new WaitForSeconds(_delay)); if (!Common.IsPointerLookingToGameObject(gameObject)) { sc.OnStatusChange("Idle."); yield break; } for (int _i = 0; _i < DebugDisplays.Length; _i++) { if (DebugDisplays[_i] != null) { DebugDisplays[_i].SetActive(_active); } } sc.OnStatusChange("Idle."); }
private IEnumerator Launch(Rigidbody rigidbody, Vector3 force = default(Vector3)) { _countTime = Time.time; if (_trajectoryRenderer.positionCount > 0) { _points.Clear(); _trajectoryRenderer.positionCount = 0; _trajectoryRenderer.SetPositions(_points.ToArray()); } _isTrajectoryDrawn = false; var goLO = rigidbody.gameObject.GetComponent <LaunchableObject>(); StatusContent sc = Camera.main.GetComponentInChildren <StatusContent>(); sc.OnStatusChange("Launching in", (int)_preLaunchDelay); yield return(new WaitForSeconds(_preLaunchDelay)); if (!Common.IsPointerLookingToGameObject(rigidbody.gameObject)) { MakeBallLaunchable(rigidbody.gameObject); sc.OnStatusChange("Idle."); yield break; } rigidbody.AddForce(force != default(Vector3) ? force : LaunchForce, ForceMode.Impulse); sc.OnStartPlayerAnimation(true); sc.OnStatusSFXPlay(true); sc.OnStatusChange("Launched!"); yield return(new WaitForSeconds(_postLaunchDelay)); sc.OnStatusChange("Idle."); goLO.IsLaunched = true; }