public void Switch() { if (!Allowed) { return; } if (!Enable) { _MainCamera.fieldOfView = EnableFOV; PostProcessingController.Instance.AimScope.Enable = true; UiSys.CloseUi(AIM_POINT_UI_NAME); _PlayerSensitive.AddBuff(_AimScopeSensitiveScale, Operator.Mul, 0); PostProcessingController.Instance.DepthOfField.Enable = true; } else { _MainCamera.fieldOfView = _BaseFOV; PostProcessingController.Instance.AimScope.Enable = false; UiSys.OpenUi(AIM_POINT_UI_NAME); _PlayerSensitive.RemoveBuff(_AimScopeSensitiveScale); PostProcessingController.Instance.DepthOfField.Enable = false; } Enable = !Enable; }
private void GameStartDelay(GameType type) { if (type != GameType.FlyingSaucer) { return; } UiSys.OpenUi(ScoreBoard.EntityName); }
private void GameEnd(bool completely) { PublicEvents.GameEnd?.Invoke(GameType.FlyingSaucer, true); var endMsg = $"Game over, you have got {_CurScore} score"; LogPanel.Ins.LogSystem(endMsg); UiSys.CloseUi(ScoreBoard.EntityName); TurnCounter.Pause().Recount(); }
public void Interactive(ControlInfo info) { if (!info.Down) { return; } ControlSys.ShieldValue.Request(OperationPanel, 1); var panel = UiSys.OpenUi <StorageBoxPanel>(OperationPanel); //panel.PackageCellAdapter.SetPackage(_Package); }
void RequestRoleData(ServerConfig svrCfg) { SysBoxP.NetworkServiceP.Connect(svrCfg, () => { SysBoxP.UnityMsgDis.PostAction(() => { MsgSys.Send(SysEvt.connect_gsvr_suc); PlayerNet.Instance.ReqRoleList(PlayerDataMgr.Instance.UserToken, (id, protoPkt) => { Close(); UiSys.ShowUi <SelectRoleUI>(); }); }); }); }
public void InputEndCancel() { dialogResult = DialogResult.Cancel; UiSys.CloseUi(EntityName); }
public void InputEndOK() { dialogResult = DialogResult.Ok; UiSys.CloseUi(EntityName); }
public void OK() { DialogResult = DialogResult.Ok; UiSys.CloseUi(EntityName); }
public void LeaveGameArea(Collider c) { UiSys.CloseUi(ScoreBoard.EntityName); }
public override void Exec() { UiSys.CloseUi(UiName); }
public override void Exec() { UiSys.OpenUi(UiName); }
public virtual void Close() { UiSys.CloseUi(UISys.GetUiName(GetType())); }
void OnAddRole() { UiSys.ShowUi <AddRoleUI>(); }