/// <summary> Adds GestureListener to scene and returns a reference to it </summary>
        private static GestureListener AddToScene(GameObject parent, bool selectGameObjectAfterCreation = false)
        {
            var result = DoozyUtils.AddToScene <GestureListener>(MenuUtils.GestureListener_GameObject_Name, false, selectGameObjectAfterCreation);

#if UNITY_EDITOR
            GameObjectUtility.SetParentAndAlign(result.gameObject, parent);
#endif
            if (result.transform.root.GetComponent <RectTransform>() == null)
            {
                return(result);                                                             //check to see if it was added to the UI or not
            }
            result.gameObject.AddComponent <RectTransform>();                               //was added to the UI -> add a RectTransform component
            result.GetComponent <RectTransform>().localScale = Vector3.one;                 //reset the RectTransform component
            return(result);
        }
예제 #2
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 /// <summary> Adds GameEventsManager to scene and returns a reference to it </summary>
 public static GameEventManager AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <GameEventManager>(MenuUtils.GameEventManager_GameObject_Name, true, selectGameObjectAfterCreation));
 }
예제 #3
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 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <ColorTargetSelectable>(MenuUtils.ColorTargetSelectable_GameObject_Name, false, true);
 }
예제 #4
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 // ReSharper disable once MemberCanBePrivate.Global
 /// <summary> Adds SceneDirector to scene and returns a reference to it </summary>
 public static SceneDirector AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <SceneDirector>(MenuUtils.SceneDirector_GameObject_Name, true, selectGameObjectAfterCreation));
 }
예제 #5
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 /// <summary> Add ThemeManager to scene and get a reference to it </summary>
 private static ThemeManager AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <ThemeManager>(MenuUtils.ThemeManager_GameObject_Name, true, selectGameObjectAfterCreation));
 }
예제 #6
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 // ReSharper disable once UnusedMethodReturnValue.Local
 /// <summary> Adds SceneLoader to scene and returns a reference to it </summary>
 private static SceneLoader AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <SceneLoader>(MenuUtils.SceneLoader_GameObject_Name, false, selectGameObjectAfterCreation));
 }
예제 #7
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 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <ColorTargetSpriteRenderer>(MenuUtils.ColorTargetSpriteRenderer_GameObject_Name, false, true);
 }
예제 #8
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 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <ColorTargetTextMeshPro>(MenuUtils.ColorTargetTextMeshPro_GameObject_Name, false, true);
 }
 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <ProgressTargetAnimator>(MenuUtils.ProgressTargetAnimator_GameObject_Name, false, true);
 }
예제 #10
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 /// <summary> Adds PlaymakerEventDispatcher to scene and returns a reference to it </summary>
 private static PlaymakerEventDispatcher AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <PlaymakerEventDispatcher>(MenuUtils.PlaymakerEventDispatcher_GameObject_Name, false, selectGameObjectAfterCreation));
 }
 /// <summary> Adds BackButton to scene and returns a reference to it </summary>
 public static BackButton AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <BackButton>(MenuUtils.BackButton_GameObject_Name, true, selectGameObjectAfterCreation));
 }
 // ReSharper disable once MemberCanBePrivate.Global
 // ReSharper disable once UnusedMethodReturnValue.Global
 /// <summary> Adds GraphController to scene and returns a reference to it </summary>
 public static GraphController AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <GraphController>(MenuUtils.GraphController_GameObject_Name, false, selectGameObjectAfterCreation));
 }
예제 #13
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 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <SpriteTargetImage>(MenuUtils.SpriteTargetImage_GameObject_Name, false, true);
 }
 /// <summary> Add a KeyToAction to scene and get a reference to it </summary>
 private static KeyToAction AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <KeyToAction>(MenuUtils.KeyToAction_GameObject_Name, false, selectGameObjectAfterCreation));
 }
예제 #15
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 /// <summary> Adds TouchDetector to scene and returns a reference to it </summary>
 private static TouchDetector AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <TouchDetector>(MenuUtils.TouchDetector_GameObject_Name, true, selectGameObjectAfterCreation));
 }
예제 #16
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 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <FontTargetText>(MenuUtils.FontTargetText_GameObject_Name, false, true);
 }
예제 #17
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 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <TextureTargetUnityEvent>(MenuUtils.TextureTargetUnityEvent_GameObject_Name, false, true);
 }
예제 #18
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 /// <summary> Adds ProgressorGroup to scene and returns a reference to it </summary>
 private static ProgressorGroup AddToScene(bool selectGameObjectAfterCreation = false)
 {
     return(DoozyUtils.AddToScene <ProgressorGroup>(MenuUtils.ProgressorGroup_GameObject_Name, false, selectGameObjectAfterCreation));
 }
예제 #19
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 private static void CreateComponent(MenuCommand menuCommand)
 {
     DoozyUtils.AddToScene <ColorTargetParticleSystem>(MenuUtils.ColorTargetParticleSystem_GameObject_Name, false, true);
 }