public void RemoveStatusNode(StatusEffectNodeScript statusEffectNodeScript) { //Debug.Log(gameObject.name + ".StatusEffectWindowPanel.RemoveStatusNode()"); uINavigationControllers[0].ClearActiveButton(statusEffectNodeScript); if (uINavigationControllers[0].ActiveNavigableButtonCount == 0) { uIManager.RemoveNavigableInterfaceElement(this); } // only process active element code if actively browsing this panel // status effects can be removed when not browsing this window // check if this window is actively browsed, and if so, navigate to the next one instead if (windowManager.CurrentWindow != null && windowManager.CurrentWindow == this) { if (uINavigationControllers[0].ActiveNavigableButtonCount > 0) { uINavigationControllers[0].FocusCurrentButton(); } else { //if (windowManager.CurrentWindow == this) { windowManager.RemoveWindow(this); UnFocus(); windowManager.NavigateInterface(); //} } } }
public void AddStatusNode(StatusEffectNodeScript statusEffectNodeScript) { //Debug.Log(gameObject.name + ".StatusEffectWindowPanel.AddStatusNode()"); if (uINavigationControllers[0].ActiveNavigableButtonCount == 0) { uIManager.AddNavigableInterfaceElement(this); } uINavigationControllers[0].AddActiveButton(statusEffectNodeScript); }
public override StatusEffectNodeScript ClearStatusEffectNode(StatusEffectNode statusEffectNode) { //Debug.Log(gameObject.name + ".MainStatusEffectPanelController.ClearStatusEffectNode()"); StatusEffectNodeScript returnValue = base.ClearStatusEffectNode(statusEffectNode); if (returnValue != null && statusEffectWindowPanel != null) { statusEffectWindowPanel.RemoveStatusNode(returnValue); } return(returnValue); }