void TransitionItem3() { ShowTransitionedDescription("Trigger a transition component with callback."); // transition the third item which is a component that triggers its own transition out on complete. TransitionHelper.TransitionIn(TestGameObject3, TransitionItem4); }
// Ends the screen transition for a mission retry private void EndRetryTransition() { // Player GameManager.Player.ResetPlayer(v3PlayerStartPos); // End Goal goEndGoal.SetActive(false); // Stop and Reset Mission Timer missionTimer.StopTimer(); missionTimer.ResetTimer(); // Reset Score if it exists if (missionScore != null) { missionScore.ResetScore(true); } // Disable Mission UI goMissionUI.SetActive(false); // Camera gameCamera.Reset(); gameCamera.transform.position = v3CameraStartPos; // Targets iTargets = agoTargets.Length; for (int i = 0; i < agoTargets.Length; i++) { agoTargets[i].SetActive(true); agoTargets[i].GetComponent <HealthManager>().Revive(); } // Projectiles in Scene GameObject[] projectiles = GameObject.FindGameObjectsWithTag("Projectile"); for (int i = 0; i < projectiles.Length; i++) { projectiles[i].SetActive(false); } // Debris in Scene GameObject[] debris = GameObject.FindGameObjectsWithTag("Debris"); for (int i = 0; i < debris.Length; i++) { debris[i].SetActive(false); } vrMenuManager.gameObject.SetActive(true); vrMenuManager.GoToScreen("VRStart"); AudioManager.Instance.StopAllSounds(); if (onMissionRestart != null) { onMissionRestart(); } TransitionHelper.TransitionIn(goScreenFadeUI); }
IEnumerator TransitionParallel(GameObject fromGameObject, GameObject toGameObject) { float transitionOutTime = 0; if (fromGameObject != null) { if (TransitionHelper.ContainsTransition(fromGameObject)) { var transitions = TransitionHelper.TransitionOut(fromGameObject); transitionOutTime = TransitionHelper.GetTransitionOutTime(transitions); } } if (toGameObject != null) { toGameObject.SetActive(true); if (TransitionHelper.ContainsTransition(toGameObject)) { TransitionHelper.TransitionIn(toGameObject); } } // wait for transition out to complete before we disable. if (!Mathf.Approximately(0, transitionOutTime)) { yield return(new WaitForSeconds(transitionOutTime)); } if (fromGameObject != null) { fromGameObject.SetActive(false); } }
/// <summary> /// The actual method that does the work /// </summary> void PerformAction() { var gameObject = Fsm.GetOwnerDefaultTarget(Target); if (gameObject != null) { TransitionHelper.TransitionIn(gameObject); } }
// Begins the Transition In and starts the Dismiss Coroutine private void TransitionSaveNotification() { TransitionHelper.TransitionIn(gameObject); if (dismissCoroutine != null) { StopCoroutine(dismissCoroutine); dismissCoroutine = null; } dismissCoroutine = StartCoroutine(DismissSaveNotification()); }
/// <summary> /// Perform the action /// </summary> /// <returns></returns> protected override void Execute(bool isStart) { var targetFinal = GameActionHelper.ResolveTarget(TargetType, this, Target); if (targetFinal == null) { Debug.LogWarningFormat("No Target is specified for the action {0} on {1}", GetType().Name, Owner.gameObject.name); } if (targetFinal != null) { TransitionHelper.TransitionIn(targetFinal); } }
/// <summary> /// Trigger Component transition with callbacks. /// </summary> void Step3TransitionWithCallback(TransitionStep transitionStep) { ShowTransitionedDescription("Trigger a transition component with callback."); // transition the third item which is a component that has triggers to transition out again when the in // transition has completed and a transition out on complete trigger to run the next step. TransitionHelper.TransitionIn(TestGameObject3); //, CustomTransitionStep); // Rather than using a callback on the component we could also have passed an onComplete method // to TransitionIn as shown below. That would however return after the transition in completed. // Here we want to run the components transition out first and then proceed so we set the oncomplete // callback in the components transition out configuration instead. //TransitionHelper.TransitionIn(TestGameObject3, CustomTransitionStep); }
// Handles Menu Input private void HandleMenuInput() { if (UIMenuInputMapper.bPolling || bMenuInputDisabled) { return; } if (playerInput.GetButtonDown("MenuStart")) { if (sCurrentPanel == "Start") { GoToScreen("MainMenu"); TransitionHelper.TransitionIn(goMenuInputPanel); } } }
// Use this for initialization void Start() { var activeChanged = Shown.Skip(1); activeChanged.Where(active => active).Subscribe(active => { TransitionHelper.TransitionIn(gameObject); }).AddTo(this); activeChanged.Where(active => !active).TakeUntilDestroy(this).Subscribe(active => { TransitionHelper.TransitionOut(gameObject); }).AddTo(this); if (Shown.Value) { TransitionHelper.TransitionIn(gameObject); } }
public override void Start() { NextScene.Where(scene => !string.IsNullOrEmpty(scene)).Subscribe(s => GetComponent <FadeScreen>().OutConfig.SceneToLoad = s).AddTo(this); base.Start(); ActiveMenu.Subscribe(active => { if (active == 0) { TransitionHelper.TransitionIn(Wheels); } else { TransitionHelper.TransitionOut(Wheels); } Menus.ForEach(m => m.Shown.Value = false); Menus[active].Shown.Value = true; }).AddTo(this); }
IEnumerator TransitionOutIn(GameObject fromGameObject, GameObject toGameObject) { if (fromGameObject != null) { // is an out transition then run and wait for completion if (TransitionHelper.ContainsTransition(fromGameObject)) { var transitions = TransitionHelper.TransitionOut(fromGameObject); var transitionOutTime = TransitionHelper.GetTransitionOutTime(transitions); yield return(new WaitForSeconds(transitionOutTime)); } fromGameObject.SetActive(false); } if (toGameObject != null) { toGameObject.SetActive(true); if (TransitionHelper.ContainsTransition(toGameObject)) { TransitionHelper.TransitionIn(toGameObject); } } }
public void TransitionIn() { TransitionHelper.TransitionIn(TransitionFromButtons); }
///// <summary> ///// Show the dialog instance substituting in passed values and running any transitions. ///// </summary> ///// <param name="title"></param> ///// <param name="text"></param> ///// <param name="text2"></param> ///// <param name="sprite"></param> ///// <param name="doneCallback"></param> ///// <param name="destroyOnClose"></param> ///// <param name="dialogButtons"></param> //public void Show(LocalisableText title, LocalisableText text, LocalisableText text2 = null, Sprite sprite = null, // Action<DialogInstance> doneCallback = null, bool destroyOnClose = true, // DialogButtonsType dialogButtons = DialogButtonsType.Custom) //{ // var tTitle = title == null ? null : title.GetValue(); // var tText = title == null ? null : text.GetValue(); // var tText2 = title == null ? null : text2.GetValue(); // Show(title: tTitle, text: tText, text2: tText2, sprite: sprite, doneCallback: doneCallback, destroyOnClose: destroyOnClose, dialogButtons: dialogButtons); //} /// <summary> /// Show the dialog instance substituting in passed values and running any transitions. /// </summary> /// <param name="title"></param> /// <param name="titleKey"></param> /// <param name="text"></param> /// <param name="textKey"></param> /// <param name="text2"></param> /// <param name="text2Key"></param> /// <param name="sprite"></param> /// <param name="doneCallback"></param> /// <param name="destroyOnClose"></param> /// <param name="dialogButtons"></param> /// <param name="buttonText"></param> public void Show(string title = null, string titleKey = null, string text = null, string textKey = null, string text2 = null, string text2Key = null, Sprite sprite = null, Action <DialogInstance> doneCallback = null, bool destroyOnClose = true, DialogButtonsType dialogButtons = DialogButtonsType.Custom, LocalisableText[] buttonText = null) { GameObject childGameObject; _dialogButtons = dialogButtons; DoneCallback = doneCallback; _destroyOnClose = destroyOnClose; // increase open count - not thread safe, but should be ok! Assert.IsTrue(DialogManager.IsActive, "Ensure that you have added a DialogManager component to your scene before showing a dialog!"); DialogManager.Instance.Count++; IsShown = true; // default result DialogResult = DialogResultType.Ok; if (!string.IsNullOrEmpty(titleKey)) { title = GlobalLocalisation.GetText(titleKey); } if (title != null) { UIHelper.SetTextOnChildGameObject(gameObject, "ph_Title", title, true); } if (sprite != null) { UIHelper.SetSpriteOnChildGameObject(gameObject, "ph_Image", sprite, true); } else { childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Image", true); if (childGameObject != null) { childGameObject.SetActive(false); } } if (!string.IsNullOrEmpty(textKey)) { text = GlobalLocalisation.GetText(textKey); } if (text != null) { UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text", text, true); } else { childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text", true); if (childGameObject != null) { childGameObject.SetActive(false); } } if (!string.IsNullOrEmpty(text2Key)) { text2 = GlobalLocalisation.GetText(text2Key); } if (text2 != null) { UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text2", text2, true); } else { childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text2", true); if (childGameObject != null) { childGameObject.SetActive(false); } } GameObject okButton, cancelButton; switch (_dialogButtons) { case DialogButtonsType.Ok: okButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true); if (okButton != null) { okButton.SetActive(true); } else { Assert.IsNotNull(_textTemplateButton, "If using Ok buttons, ensure the Dialog a GameObject named OkButton or a GameObject named TextButton that is a template for text buttons"); var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Ok")); button.GetComponent <Button>().onClick.AddListener(() => DoneOk()); } break; case DialogButtonsType.OkCancel: okButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true); cancelButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true); if (okButton != null && cancelButton != null) { okButton.SetActive(true); cancelButton.SetActive(true); } else { Assert.IsNotNull(_textTemplateButton, "If using OkCancel buttons, ensure the Dialog has GameObjects named OkButton and CancelButton or a GameObject named TextButton that is a template for text buttons"); var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Ok")); button.GetComponent <Button>().onClick.AddListener(() => DoneOk()); button = CreateTextButton(LocalisableText.CreateLocalised("Button.Cancel")); button.GetComponent <Button>().onClick.AddListener(() => DoneCancel()); } break; case DialogButtonsType.Cancel: cancelButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true); if (cancelButton != null) { cancelButton.SetActive(true); } else { Assert.IsNotNull(_textTemplateButton, "If using a Cancel button, ensure the Dialog a GameObject named CancelButton or a GameObject named TextButton that is a template for text buttons"); var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Cancel")); button.GetComponent <Button>().onClick.AddListener(() => DoneCancel()); } break; case DialogButtonsType.YesNo: var yesButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "YesButton", true); var noButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "NoButton", true); if (yesButton != null && noButton != null) { yesButton.SetActive(true); noButton.SetActive(true); } else { Assert.IsNotNull(_textTemplateButton, "If using YesNo buttons, ensure the Dialog has GameObjects named YesButton and NoButton or a GameObject named TextButton that is a template for text buttons"); var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Yes")); button.GetComponent <Button>().onClick.AddListener(() => DoneYes()); button = CreateTextButton(LocalisableText.CreateLocalised("Button.No")); button.GetComponent <Button>().onClick.AddListener(() => DoneNo()); } break; case DialogButtonsType.Text: Assert.IsNotNull(_textTemplateButton, "If using Text buttons, ensure the Dialog has a GameObject named TextButton that is a template for text buttons"); Assert.IsNotNull(buttonText, "If using Text buttons, ensure you pass a valid array of localisable texts into the show method."); var counter = 0; foreach (var localisableText in buttonText) { var button = CreateTextButton(localisableText); var counter1 = counter; button.GetComponent <Button>().onClick.AddListener(() => DoneCustom(counter1)); counter++; } break; } // show / transition in and when done call coroutine float transitionTime = 0; Target.SetActive(true); #if BEAUTIFUL_TRANSITIONS //if (TransitionHelper.ContainsTransition(gameObject)) //{ transitionTime = TransitionHelper.GetTransitionInTime(TransitionHelper.TransitionIn(gameObject)); //} #endif StartCoroutine(CoRoutines.DelayedCallback(transitionTime, ShowFinished)); }
public void TransitionIn() { TransitionHelper.TransitionIn(TransitionGameobject); }
// Initialization void Start() { TransitionHelper.TransitionIn(gameObject); }
// Fade Screen In private void FadeIn() { TransitionHelper.TransitionIn(goObjFadeUI, FadeOut); }
/// <summary> /// Show the dialog instance substituting in passed values and running any transitions. /// </summary> /// <param name="title"></param> /// <param name="titleKey"></param> /// <param name="text"></param> /// <param name="textKey"></param> /// <param name="text2"></param> /// <param name="text2Key"></param> /// <param name="sprite"></param> /// <param name="doneCallback"></param> /// <param name="destroyOnClose"></param> /// <param name="dialogButtons"></param> public void Show(string title = null, string titleKey = null, string text = null, string textKey = null, string text2 = null, string text2Key = null, Sprite sprite = null, Action <DialogInstance> doneCallback = null, bool destroyOnClose = true, DialogButtonsType dialogButtons = DialogButtonsType.Custom) { GameObject childGameObject; _dialogButtons = dialogButtons; DoneCallback = doneCallback; _destroyOnClose = destroyOnClose; // increase open count - not thread safe, but should be ok! Assert.IsTrue(DialogManager.IsActive, "Ensure that you have added a DialogManager component to your scene before showing a dialog!"); DialogManager.Instance.Count++; IsShown = true; // default result DialogResult = DialogResultType.Ok; if (titleKey != null) { title = LocaliseText.Get(titleKey); } if (title != null) { UIHelper.SetTextOnChildGameObject(gameObject, "ph_Title", title, true); } if (sprite != null) { UIHelper.SetSpriteOnChildGameObject(gameObject, "ph_Image", sprite, true); } else { childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Image", true); if (childGameObject != null) { childGameObject.SetActive(false); } } if (textKey != null) { text = LocaliseText.Get(textKey); } if (text != null) { UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text", text, true); } else { childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text", true); if (childGameObject != null) { childGameObject.SetActive(false); } } if (text2Key != null) { text2 = LocaliseText.Get(text2Key); } if (text2 != null) { UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text2", text2, true); } else { childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text2", true); if (childGameObject != null) { childGameObject.SetActive(false); } } switch (_dialogButtons) { case DialogButtonsType.Ok: GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true).SetActive(true); break; case DialogButtonsType.OkCancel: GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true).SetActive(true); GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true).SetActive(true); break; case DialogButtonsType.Cancel: GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true).SetActive(true); break; case DialogButtonsType.YesNo: GameObjectHelper.GetChildNamedGameObject(gameObject, "YesButton", true).SetActive(true); GameObjectHelper.GetChildNamedGameObject(gameObject, "NoButton", true).SetActive(true); break; } // show / transition in and when done call coroutine float transitionTime = 0; Target.SetActive(true); #if BEAUTIFUL_TRANSITIONS //if (TransitionHelper.ContainsTransition(gameObject)) //{ transitionTime = TransitionHelper.GetTransitionInTime(TransitionHelper.TransitionIn(gameObject)); //} #endif StartCoroutine(CoRoutines.DelayedCallback(transitionTime, ShowFinished)); }