private IEnumerator loadScreenContent(string screenName, ClothingDesignerState transitionState) { AssetRequest <GameObject> assetRequest = Content.LoadAsync(screenPrefabKey, screenName); yield return(assetRequest); if (currentLoadedScreen != null) { UnityEngine.Object.Destroy(currentLoadedScreen.gameObject); currentLoadedScreen = null; dependencies.LoadingIndicator.SetActive(value: true); } currentLoadedScreen = UnityEngine.Object.Instantiate(assetRequest.Asset).transform; currentLoadedScreen.SetParent(dependencies.ScreenContainer, worldPositionStays: false); currentLoadedScreen.gameObject.SetActive(value: true); while (!cameraTransitionComplete) { yield return(null); } dependencies.LoadingIndicator.SetActive(value: false); if (currentState == transitionState && !isNewScreenInitialized) { initializeNewState(); } }
private void showCatalog() { isFromCatalog = true; currentState = ClothingDesignerState.Catalog; dependencies.ScreenContent.SetActive(value: false); dependencies.CatalogContainer.SetActive(value: true); penguinLighting.SetActive(value: false); }
private void setDefaultScreen() { currentState = ClothingDesignerState.Initializing; if (this.ControllerIsInitializing != null) { this.ControllerIsInitializing(); } updateScreen(ClothingDesignerState.Inventory, "InventoryEquipmentScreen", initialScreen: true); }
private void updateScreen(ClothingDesignerState newState, string screenName, bool initialScreen = false) { if (newState != currentState) { cameraTransitionComplete = initialScreen; isNewScreenInitialized = false; currentState = newState; ClothingDesignerContext.EventBus.DispatchEvent(default(ClothingDesignerUIEvents.EnableDragAreaControllerUpdates)); CoroutineRunner.Start(loadScreenContent(screenName, newState), this, "loadScreenContent"); } }
private bool onCustomizerTemplateState(ClothingDesignerUIEvents.CustomizerTemplateState evt) { currentState = ClothingDesignerState.Customizer; return(false); }
private bool onCustomizerEditState(ClothingDesignerUIEvents.CustomizerEditingState evt) { currentState = ClothingDesignerState.Editing; return(false); }