// Use this for initialization protected void Awake() { animator = gameObject.GetComponent<Animator>(); UIState = FindObjectOfType<UIStates>(); UISignals = FindObjectOfType<Signals>(); }
private void SetConnectionUIStates(UIStates state) { uiState = state; fullscreenButton.IsEnabled = state == UIStates.Streaming; serverComboBox.IsEnabled = state == UIStates.Stopped; serverComboBox.Visibility = settingsOverlay.settings.customSocketAddress.enabled ? Visibility.Hidden : Visibility.Visible; serverTextBox.Visibility = settingsOverlay.settings.customSocketAddress.enabled ? Visibility.Visible : Visibility.Hidden; connectButton.Content = state != UIStates.Stopped ? (state == UIStates.Streaming ? "Pause" : "Play") : "Connect"; refreshButton.Content = state != UIStates.Stopped ? "Stop" : "Refresh"; notConnectedImage.Visibility = state == UIStates.Stopped ? Visibility.Visible : Visibility.Hidden; if (state == UIStates.Stopped) { while (processingFrame && !isDisposed) { Thread.Sleep(1); } if (bitmap != null) { bitmap.Lock(); Utils.memset(bitmap.BackBuffer, 255, (IntPtr)metaData.imageDataSize); bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight)); bitmap.Unlock(); } } }
public void SwitchWin() { currentUIState = UIStates.WIN; gameScreen.SetActive(false); winScreen.SetActive(true); loseScreen.SetActive(false); }
public void UpdateUIStateMain() { bool anyTurning = false; bool allLegal = true; foreach (Piece piece in CurrentPlayer.pieces) { anyTurning |= piece.IsRotating(); allLegal &= IsValidPosition(piece); } bool hasTurned = currentSelectedPiece != null && currentSelectedPiece.IsRotated(); //if (anyTurning || currentSelectedPiece == null) // UIState.SetGroupState(UIStates.Group.PieceControls, UIStates.State.Disabled); //else // UIState.SetGroupState(UIStates.Group.PieceControls, UIStates.State.Active); if (lastSelectedPiece != null || hasTurned) { UIStates.SetGroupState(UIStates.Group.Undo, UIStates.State.Active); } else { UIStates.SetGroupState(UIStates.Group.Undo, UIStates.State.Disabled); } //if (allLegal && !anyTurning && hasTurned) // UIState.SetGroupState(UIStates.Group.EndTurn, UIStates.State.Active); //else // UIState.SetGroupState(UIStates.Group.EndTurn, UIStates.State.Disabled); }
public void AddState(UIStates newState) { if (gameObject.activeInHierarchy) { AddState(( int )newState); } }
public void SwitchLose() { currentUIState = UIStates.LOSE; gameScreen.SetActive(false); winScreen.SetActive(false); loseScreen.SetActive(true); }
// Use this for initialization protected void Awake() { animator = gameObject.GetComponent <Animator>(); if (group != UIStates.Group.None) { UIStates.GetEvent(group).AddListener(OnStateChanged); } }
// Update is called once per frame IEnumerator FadeWelcomeScreen() { yield return(new WaitForSeconds(fadeOutTime)); title.SetActive(false); menuScreen.SetActive(true); state = UIStates.menu; }
// Use this for initialization void Start() { rigController = GameObject.Find("RigController"); functionControl = GetComponent <FunctionControl>(); fadeOutTime = 3; state = UIStates.title; StartCoroutine(FadeWelcomeScreen()); }
private void ActivateUI(UIStates newState, bool isActive) { var reference = GetReference(newState); if (reference.target == null) { return; } reference.target.SetActive(isActive); }
void Start() { //add panels here so they are all on top of each other currState = defaultState; homePosition = Home.transform.position; Environment.transform.position = homePosition; View.transform.position = homePosition; Materials.transform.position = homePosition; Lights.transform.position = homePosition; ChooseCar.transform.position = homePosition; }
public void ShowUI(UIStates newState) { if (newState == _currentState) { return; } ActivateUI(newState, true); HideUI(_currentState); _currentState = newState; IsVisible = true; UIChanged?.Invoke(_currentState); }
public void ClickedFunctions() { levelScreen.SetActive(false); functionScreen.SetActive(true); methodCanvas.SetActive(true); dashboardCanvas.SetActive(true); gameController.SetActive(true); CanvasAnimations.MoveCanvas(menuCanvas, new Vector3(-0.28f, 0, 0.2f)); CanvasAnimations.MoveCanvas(dashboardCanvas, new Vector3(0, 0, 0.35f)); CanvasAnimations.MoveCanvas(methodCanvas, new Vector3(0.24f, 0, 0.25f)); state = UIStates.function; }
protected override void OnEnter() { UIStates.SetGroupState(UIStates.Group.PieceControls, UIStates.State.Hidden); UIStates.SetGroupState(UIStates.Group.EndGame, UIStates.State.Hidden); UIStates.SetGroupState(UIStates.Group.PuzzleSelection, UIStates.State.Hidden); AddListeners(new List <ESignalType> { ESignalType.SetupComplete }); Game.currentGame.StartSetup(); }
protected override void OnEnter() { AddListeners(new List <ESignalType> { ESignalType.StartPuzzle, ESignalType.Quit }); AddListenersOne(new List <ESignalType> { ESignalType.StartPuzzle }); UIStates.SetGroupState(UIStates.Group.EndGame, UIStates.State.Hidden); UIStates.SetGroupState(UIStates.Group.EndTurn, UIStates.State.Hidden); UIStates.SetGroupState(UIStates.Group.PuzzleSelection, UIStates.State.Active); }
private void resetUIState() { switch (_uiState) { case UIStates.PickFaction: GameObject.Destroy(_factionUI.gameObject); break; case UIStates.Playing: GameObject.Destroy(_showCoodsUI.gameObject); break; } _uiState = UIStates.Nothing; }
private UIReference GetReference(UIStates state) { UIReference foundReference = new UIReference(); var l = _references.Length; for (int i = 0; i < l; i++) { if (_references[i].state == state) { foundReference = _references[i]; break; } } return(foundReference); }
protected override void OnEnter() { UIStates.SetGroupState(UIStates.Group.EndGame, UIStates.State.Active); UIStates.SetGroupState(UIStates.Group.PieceControls, UIStates.State.Disabled); UIStates.SetGroupState(UIStates.Group.Undo, UIStates.State.Disabled); AddListeners(new List <ESignalType> { ESignalType.StartPuzzle, ESignalType.SelectBoard, ESignalType.Quit }); Game.currentGame.SetPieceModeEnd(); foreach (Player player in Game.currentGame.players) { player.SetActivePlayer(false); } }
protected override void OnEnter() { UIStates.SetGroupState(UIStates.Group.PieceControls, UIStates.State.Active); AddListeners(new List <ESignalType> { ESignalType.Quit, ESignalType.RotateCCW, ESignalType.RotateUndo, ESignalType.RotateCW, ESignalType.EndTurn, ESignalType.Restart }); AddListenersOne(new List <ESignalType> { ESignalType.PuzzleComplete }); Game.currentGame.StartMain(); }
protected override void OnSignal(ESignalType signalType) { switch (signalType) { case ESignalType.StartPuzzle: UIStates.SetGroupState(UIStates.Group.EndGame, UIStates.State.Hidden); Game.SelectGame(); SMTransition(signalType); break; case ESignalType.SelectBoard: UIStates.SetGroupState(UIStates.Group.EndGame, UIStates.State.Hidden); SMTransition(signalType); break; case ESignalType.Quit: SMTransition(signalType); break; } }
public override string ToHtmlString() { UIStates uiState = this.UIState(); this.Aria("disabled", "false"); this.AddClassWhen(uiState.HasFlag(UIStates.Primary), "ui-priority-primary"); this.AddClassWhen(uiState.HasFlag(UIStates.Secondary), "ui-priority-secondary"); this.AddClassWhen(uiState.HasFlag(UIStates.Highlight), "ui-state-highlight"); this.AddClassWhen(uiState.HasFlag(UIStates.Active), "ui-state-active"); this.AddClassWhen(uiState.HasFlag(UIStates.Error), "ui-state-error"); this.BuildWhen(uiState.HasFlag(UIStates.Disabled), x => { x.Attr("disabled", "disabled"); x.AddClass("ui-state-disabled"); x.Aria("disabled", "true"); }); this.DefaultAttr("aria-role", "button"); this.DefaultAttr("type", "button"); this.DefaultProp("tagName", "button"); var tagName = this.Prop <string>("tagName"); var tagBuilder = new TagBuilder(tagName); if (string.Compare(tagName, "input", StringComparison.InvariantCultureIgnoreCase) == 0) { this.DefaultAttr("value", this.Val()); } else { tagBuilder.InnerHtml = Convert.ToString(this.Val()); } tagBuilder.MergeAttributes(HtmlAttributes, true); return(tagBuilder.ToString(TagRenderMode.Normal)); }
protected virtual void OnStateChanged(UIStates.State newState) { if (state == newState) return; animator.ResetTrigger("Active"); animator.ResetTrigger("Disabled"); animator.ResetTrigger("Hidden"); switch (newState) { case UIStates.State.Active: animator.SetTrigger("Active"); break; case UIStates.State.Disabled: animator.SetTrigger("Disabled"); break; case UIStates.State.Hidden: animator.SetTrigger("Hidden"); break; } state = newState; }
public void Tick() { switch (_gameController.State) { case GameStates.SelectingFaction: if (_uiState != UIStates.PickFaction) { resetUIState(); _factionUI = _factionPickerFactory.Create(); _uiState = UIStates.PickFaction; } break; case GameStates.OfflineMode: // For now, offline mode and playing are same UI case GameStates.Playing: if (_uiState != UIStates.Playing) { resetUIState(); if (_settings.ShowCoordinatesOnClick) { _showCoodsUI = _showCoordsFactory.Create(); } _uiState = UIStates.Playing; } break; case GameStates.Error: if (_uiState != UIStates.Error) { // User must quit the application to get out of this state :( _errorModalFactory.Create(_gameController.LastErrorMessage); _uiState = UIStates.Error; } break; } }
public void SwitchToView() { currState = UIStates.View; }
private void OnTappedOnDone() { m_state = UIStates.GAME_RENDERING; }
private void OnTappedOnReset() { m_state = UIStates.RESET_ALL; }
private void OnCylinderTrackableFoundFirstTime() { m_state = UIStates.INIT_ANIMATION; }
void Awake() { UIState = gameObject.GetComponent<UIStates>(); Signals = gameObject.GetComponent<Signals>(); }
//methods to change states public void SwitchToHome() { currState = UIStates.Home; }
public void SwitchToChooseCar() { currState = UIStates.ChooseCar; }
public void AddStates ( UIStates[] newStates ) { for ( int i = 0 ; i < newStates.Length ; i++ ) AddState( ( int ) newStates[ i ] ); }
public bool ContainsState ( UIStates state ) { return ContainsState( ( int ) state ); }
/// <summary> /// Sets the UIState property. /// </summary> public static TBuilder UIState <TBuilder>(this TBuilder instance, UIStates value) where TBuilder : IUIStateBuilder { return(instance.Prop("Build.Mvc.UIStates", value)); }
public void RemoveState ( UIStates state ) { RemoveState( ( int ) state ); }
public void RemoveStates ( UIStates[] newStates ) { for ( int i = 0 ; i < newStates.Length ; i++ ) RemoveState( ( int ) newStates[ i ] ); }
public void SwitchToLights() { currState = UIStates.Lights; }
public void ClickedPlay() { menuScreen.SetActive(false); levelScreen.SetActive(true); state = UIStates.level; }
public void SwitchToMaterials() { currState = UIStates.Materials; }
public void AddState ( UIStates newState ) { if ( gameObject.activeInHierarchy ) AddState( ( int ) newState ); }
void Start() { Layout.defaultLayout = new Layout(Layout.pointy, new Point(layoutSize, layoutSize), new Point(0, 0)); Signals = FindObjectOfType<Signals>(); UIState = FindObjectOfType<UIStates>(); Signals.AddListeners(OnUISignal, new List<Signal>() { Signal.RotateCCW, Signal.RotateUndo, Signal.RotateCW, Signal.EndTurn}); players = new List<Player>(); for (int i = 0; i < numPlayers; i++) { Player p = new Player(); players.Add(p); p.Name = "Player" + i; } StartGame(); }
//All the UI states are managed here. void OnGUI() { if (mErrorOccurred) { mPopUpMsg.Draw(); return; } switch (m_state) { //Detection phase case UIStates.OVERLAY_OUTLINE: m_uiInput.UpdateTitle(HEADER_MESSAGE.POINT_THE_DEVICE); m_smartSurface.GetComponent<Renderer>().enabled = false; m_uiInput.DrawCylinderOutline(); break; //Soda can ice animating phase case UIStates.INIT_ANIMATION: m_smartSurface.GetComponent<Renderer>().enabled = false; Ice anim = GameObject.FindObjectOfType(typeof(Ice)) as Ice; anim.Play(); if (anim.DidFinishAnimation) { m_smartSurface.GetComponent<Renderer>().enabled = m_smartTerrainTrackableHandler.m_trackablesFound; m_state = UIStates.SCANNING; } break; //Scanning phase case UIStates.SCANNING: m_smartSurface.GetComponent<Renderer>().enabled = m_smartTerrainTrackableHandler.m_trackablesFound; m_uiInput.UpdateTitle(HEADER_MESSAGE.PULLBACK_SLOWLY); m_uiInput.DrawDoneButton(); break; //Icebergs rendering phase - user taps on [DONE] button case UIStates.GAME_RENDERING: if ((m_reconstructionBehaviour != null) && (m_reconstructionBehaviour.Reconstruction != null)) { m_smartTerrainEventHandler.ShowPropClones(); m_reconstructionBehaviour.Reconstruction.Stop(); m_state = UIStates.GAME_PLAY; } break; //Penguin appears and user taps on surface to move the penguin around case UIStates.GAME_PLAY: if (m_smartTerrainEventHandler.propsCloned && !m_penguin.DidAppear) { m_penguin.gameObject.SetActive(true); } if (m_penguin.DidAppear) { //Update UI messaging m_uiInput.UpdateTitle(HEADER_MESSAGE.TAP_ICE); m_uiInput.DrawResetButton(); } break; //User taps on [RESET] button - Re-loads the level case UIStates.RESET_ALL: //Go back to loading scene Application.LoadLevelAsync(1); m_state = UIStates.NONE; break; //just a placeholder state, to make sure that the previous state runs for just one frame. case UIStates.NONE: break; } }
public void SwitchToEnvironment() { currState = UIStates.Environment; }
void Update() { if (Input.GetKeyUp(KeyCode.Escape) || Input.GetKeyUp(KeyCode.JoystickButton0)) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } bool showOutline = false; bool showDoneButton = false; bool showResetButton = false; switch (mState) { //Detection phase case UIStates.OVERLAY_OUTLINE: instructionsImage.texture = mPointDeviceTexture; mSmartSurface.GetComponent <Renderer>().enabled = false; showOutline = true; break; // Soda can ice animating phase case UIStates.INIT_ANIMATION: mSmartSurface.GetComponent <Renderer>().enabled = false; Ice anim = GameObject.FindObjectOfType <Ice>(); anim.Play(); if (anim.DidFinishAnimation) { mSmartSurface.GetComponent <Renderer>().enabled = mSTTrackableHandler.m_trackablesFound; mState = UIStates.SCANNING; } break; // Scanning phase case UIStates.SCANNING: mSmartSurface.GetComponent <Renderer>().enabled = mSTTrackableHandler.m_trackablesFound; instructionsImage.texture = mPullBackTexture; showDoneButton = true; break; // Icebergs rendering phase - user taps on [DONE] button case UIStates.GAME_RENDERING: if ((mReconstructionBehaviour != null) && (mReconstructionBehaviour.Reconstruction != null)) { mSTEventHandler.ShowPropClones(); mReconstructionBehaviour.Reconstruction.Stop(); mState = UIStates.GAME_PLAY; } break; //Penguin appears and user taps on surface to move the penguin around case UIStates.GAME_PLAY: if (mSTEventHandler.propsCloned && !penguin.DidAppear) { penguin.gameObject.SetActive(true); } if (penguin.DidAppear) { // Update UI messaging instructionsImage.texture = mTapIceTexture; showResetButton = true; } break; //User taps on [RESET] button - Re-loads the level case UIStates.RESET_ALL: // Go back to loading scene int loadingScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex - 1; if (loadingScene < 0) { loadingScene = 0; } UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(loadingScene); mState = UIStates.NONE; break; // Just a placeholder state, to make sure that the previous state runs for just one frame. case UIStates.NONE: break; } if (cylinderOutline != null && showOutline != cylinderOutline.enabled) { cylinderOutline.enabled = showOutline; } if (doneButton != null && showDoneButton != doneButton.enabled) { doneButton.enabled = showDoneButton; doneButton.image.enabled = showDoneButton; doneButton.gameObject.SetActive(showDoneButton); } if (resetButton != null && showResetButton != resetButton.enabled) { resetButton.enabled = showResetButton; resetButton.image.enabled = showResetButton; resetButton.gameObject.SetActive(showResetButton); } }