// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if (deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) { gameObject.SetActiveRecursively(false); } } if (tempTransCompleteDel != null) { tempTransCompleteDel(this, transition); } tempTransCompleteDel = null; if (blockInput[prevTransIndex] && UIManager.Exists()) { UIManager.instance.UnlockInput(); } }
public override void Copy(IControl c, ControlCopyFlags flags) { base.Copy(c); if (!(c is UIStateToggleBtn3D)) { return; } UIStateToggleBtn3D uIStateToggleBtn3D = (UIStateToggleBtn3D)c; if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings) { this.defaultState = uIStateToggleBtn3D.defaultState; } if ((flags & ControlCopyFlags.State) == ControlCopyFlags.State) { this.prevTransition = uIStateToggleBtn3D.prevTransition; if (Application.isPlaying) { this.SetToggleState(uIStateToggleBtn3D.StateNum); } } if ((flags & ControlCopyFlags.Invocation) == ControlCopyFlags.Invocation) { this.scriptWithMethodToInvoke = uIStateToggleBtn3D.scriptWithMethodToInvoke; this.methodToInvoke = uIStateToggleBtn3D.methodToInvoke; this.whenToInvoke = uIStateToggleBtn3D.whenToInvoke; this.delay = uIStateToggleBtn3D.delay; } if ((flags & ControlCopyFlags.Sound) == ControlCopyFlags.Sound) { this.soundToPlay = uIStateToggleBtn3D.soundToPlay; } }
void SetInviteFriendsInactive(EZTransition transition) { inviteFriendScroll.ClearList(true); AddNewFriendsAndClearList(); inviteFriendPanel.SetActive(false); }
void InitShop(EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(true); RefreshItemsScroll(); RefreshCoinsScroll(); // Manda carregar o Video, se o sistema de ADS estiver rodando e o cara tiver permissao de assistir aquele video naquela hora if (Advertisement.IsRunning()) { Debug.Log("ads running"); if(Save.HasKey(PlayerPrefsKeys.VIDEO)) { Debug.Log("has video key"); if((DateTime.Parse(Save.GetString(PlayerPrefsKeys.VIDEO)) - DateTime.UtcNow) <= TimeSpan.FromDays(1)) { Debug.Log("already watched for the time being"); return; } } Debug.Log("FETCH VIDEO!"); Advertisement.Video.Fetch(); } Debug.Log("chamou InitShop"); }
public override void Copy(SpriteRoot s, ControlCopyFlags flags) { base.Copy(s, flags); if (!(s is UIStateToggleBtn)) { return; } UIStateToggleBtn uIStateToggleBtn = (UIStateToggleBtn)s; if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings) { this.defaultState = uIStateToggleBtn.defaultState; } if ((flags & ControlCopyFlags.State) == ControlCopyFlags.State) { this.prevTransition = uIStateToggleBtn.prevTransition; if (Application.isPlaying) { this.SetToggleState(uIStateToggleBtn.StateNum); } } if ((flags & ControlCopyFlags.Invocation) == ControlCopyFlags.Invocation) { this.scriptWithMethodToInvoke = uIStateToggleBtn.scriptWithMethodToInvoke; this.methodToInvoke = uIStateToggleBtn.methodToInvoke; this.whenToInvoke = uIStateToggleBtn.whenToInvoke; this.delay = uIStateToggleBtn.delay; } if ((flags & ControlCopyFlags.Sound) == ControlCopyFlags.Sound) { this.soundToPlay = uIStateToggleBtn.soundToPlay; } }
public override void Copy(IControl c, ControlCopyFlags flags) { base.Copy(c, flags); if (!(c is UIButton3D)) { return; } UIButton3D uIButton3D = (UIButton3D)c; if ((flags & ControlCopyFlags.State) == ControlCopyFlags.State) { this.prevTransition = uIButton3D.prevTransition; if (Application.isPlaying) { this.SetControlState(uIButton3D.controlState); } } if ((flags & ControlCopyFlags.Invocation) == ControlCopyFlags.Invocation) { this.scriptWithMethodToInvoke = uIButton3D.scriptWithMethodToInvoke; this.methodToInvoke = uIButton3D.methodToInvoke; this.whenToInvoke = uIButton3D.whenToInvoke; this.delay = uIButton3D.delay; } if ((flags & ControlCopyFlags.Sound) == ControlCopyFlags.Sound) { this.soundOnOver = uIButton3D.soundOnOver; this.soundOnClick = uIButton3D.soundOnClick; } if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings) { this.repeat = uIButton3D.repeat; } }
// Sets the control to its disabled appearance: protected void DisableMe() { // The disabled state is the last in the states list: SetState(states.Length - 1); this.UseStateLabel(states.Length - 1); // Set the layer states: for (int i = 0; i < layers.Length; ++i) { if (stateIndices[i, states.Length - 1] != -1) { layers[i].SetState(stateIndices[i, states.Length - 1]); } } // End any current transition: if (prevTransition != null) { prevTransition.StopSafe(); } transitions[states.Length - 1].list[0].Start(); prevTransition = transitions[states.Length - 1].list[0]; }
void InitChallenge(EZTransition transition) { Debug.Log("initChallenge"); Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(true); newPanel.gameObject.SetActive(true); oldPanel.gameObject.SetActive(false); if(newPanel.transform.FindChild("NewScroll").GetComponent<UIScrollList>().Count != 0) noFriendsLabel.Text = ""; else noFriendsLabel.Text = "No New Challenges"; // Manda carregar o Video, se o sistema de ADS estiver rodando e o cara tiver permissao de assistir aquele video naquela hora if (Advertisement.IsRunning()) { Debug.Log("ads running"); if(Save.HasKey(PlayerPrefsKeys.VIDEO)) { Debug.Log("has video key"); if((DateTime.Parse(Save.GetString(PlayerPrefsKeys.VIDEO)) - DateTime.UtcNow) <= TimeSpan.FromDays(1)) { Debug.Log("already watched for the time being"); return; } } Debug.Log("FETCH VIDEO!"); Advertisement.Video.Fetch(); } Connect(); //Debug.Log("chamou InitChallenge"); }
// Starts the appropriate transition protected void StartTransition(int newState, int prevState) { int transIndex = DetermineNextTransition(newState, prevState); prevTransition = transitions[newState].list[transIndex]; prevTransition.Start(); }
protected override void OnDisable() { base.OnDisable(); if (this.transitionQueued) { this.nextTransition.RemoveTransitionEndDelegate(new EZTransition.OnTransitionEndDelegate(this.RunFollowupTrans)); this.transitionQueued = false; } if (EZAnimator.Exists() && !this.deleted) { bool flag = this.alwaysFinishActiveTransition; this.alwaysFinishActiveTransition = false; if (this.controlState == UIButton.CONTROL_STATE.DISABLED) { this.SetControlState(UIButton.CONTROL_STATE.DISABLED); } else if (!this.isListButton) { this.SetControlState(UIButton.CONTROL_STATE.NORMAL); } if (this.prevTransition != null && this.prevTransition.IsRunning()) { this.prevTransition.End(); } this.alwaysFinishActiveTransition = flag; } this.prevTransition = null; }
public virtual void StartTransition(string transName) { if (!this.m_started) { this.Start(); } EZTransition[] list = this.Transitions.list; for (int i = 0; i < list.Length; i++) { if (string.Equals(list[i].name, transName, StringComparison.CurrentCultureIgnoreCase)) { if (this.prevTransition != null) { this.prevTransition.StopSafe(); } this.prevTransIndex = i; if (this.blockInput[this.prevTransIndex]) { NrTSingleton <UIManager> .Instance.LockInput(); } this.prevTransition = list[this.prevTransIndex]; if (this.deactivateAllOnDismiss && (this.prevTransition == list[1] || this.prevTransition == list[0])) { base.gameObject.SetActive(true); this.Start(); } this.prevTransition.Start(); } } }
// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if (deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 { gameObject.SetActive(false); } #else { gameObject.SetActiveRecursively(false); } #endif } if (tempTransCompleteDel != null) { tempTransCompleteDel(this, transition); } tempTransCompleteDel = null; if (changeDelegate != null) { changeDelegate(this); } if (blockInput[prevTransIndex] && UIManager.Exists()) { UIManager.instance.UnlockInput(); } }
protected void StartTransition(int newState, int prevState) { int num = 0; switch (newState) { case 0: switch (prevState) { case 0: this.prevTransition = null; return; case 1: num = 0; break; case 2: num = 1; break; } break; case 1: switch (prevState) { case 0: num = 0; break; case 1: this.prevTransition = null; return; case 2: num = 1; break; } break; case 2: switch (prevState) { case 0: num = 0; break; case 1: num = 1; break; case 2: this.prevTransition = null; return; } break; } this.transitions[newState].list[num].Start(); this.prevTransition = this.transitions[newState].list[num]; }
public override void Copy(SpriteRoot s, ControlCopyFlags flags) { base.Copy(s, flags); if (!(s is UIButton)) { return; } UIButton uIButton = (UIButton)s; if ((flags & ControlCopyFlags.State) == ControlCopyFlags.State) { this.prevTransition = uIButton.prevTransition; if (Application.isPlaying) { this.SetControlState(uIButton.controlState); } } if ((flags & ControlCopyFlags.Invocation) == ControlCopyFlags.Invocation) { this.scriptWithMethodToInvoke = uIButton.scriptWithMethodToInvoke; this.methodToInvoke = uIButton.methodToInvoke; this.whenToInvoke = uIButton.whenToInvoke; this.delay = uIButton.delay; } if ((flags & ControlCopyFlags.Sound) == ControlCopyFlags.Sound) { this.soundOnOver = uIButton.soundOnOver; this.soundOnClick = uIButton.soundOnClick; } if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings) { this.repeat = uIButton.repeat; } }
void StartGame(EZTransition transition) { if (clickedNext) { return; } if (Flow.path == TurnStatus.AnswerGame) { Flow.path = TurnStatus.BeginGame; // Fix Me UPTOP Mandar para world Selection //Flow.nextPanel = PanelToLoad.GunSelection; //Application.LoadLevel("Mainmenu"); UIPanelManager.instance.BringIn("LevelSelectionPanel"); } else if (Flow.path == TurnStatus.ShowPast) { Flow.path = TurnStatus.AnswerGame; //Flow.nextPanel = PanelToLoad.GunSelection; //Application.LoadLevel("Mainmenu"); Flow.config.GetComponent <ConfigManager>().inviteAllScroll.transform.parent = GameObject.FindWithTag("RepoFLists").transform; Flow.config.GetComponent <ConfigManager>().invitePlayingScroll.transform.parent = GameObject.FindWithTag("RepoFLists").transform; Flow.config.GetComponent <ConfigManager>().challengeInviteScroll.transform.parent = GameObject.FindWithTag("RepoFLists").transform; Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(false); Application.LoadLevel("Game"); } }
protected void StartTransition(int newState, int prevState) { int num = this.DetermineNextTransition(newState, prevState); this.prevTransition = this.transitions[newState].list[num]; this.prevTransition.Start(); }
void InitShop(EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(true); RefreshItemsScroll(); RefreshCoinsScroll(); // Manda carregar o Video, se o sistema de ADS estiver rodando e o cara tiver permissao de assistir aquele video naquela hora if (Advertisement.IsRunning()) { Debug.Log("ads running"); if (Save.HasKey(PlayerPrefsKeys.VIDEO)) { Debug.Log("has video key"); if ((DateTime.Parse(Save.GetString(PlayerPrefsKeys.VIDEO)) - DateTime.UtcNow) <= TimeSpan.FromDays(1)) { Debug.Log("already watched for the time being"); return; } } Debug.Log("FETCH VIDEO!"); Advertisement.Video.Fetch(); } Debug.Log("chamou InitShop"); }
public void SetCheckState(int s) { this.curStateIndex = s % (this.states.Length - 1); if (!base.gameObject.activeInHierarchy) { this.stateChangeWhileDeactivated = true; if (this.changeDelegate != null) { this.changeDelegate(this); } return; } this.SetState(this.curStateIndex); base.UseStateLabel(this.curStateIndex); this.UpdateCollider(); for (int i = 0; i < this.layers.Length; i++) { if (this.stateIndices[i, this.curStateIndex] != -1) { this.layers[i].Hide(false); this.layers[i].SetState(this.stateIndices[i, this.curStateIndex]); } else { this.layers[i].Hide(true); } } if (this.prevTransition != null) { this.prevTransition.StopSafe(); } this.transitions[this.curStateIndex].list[0].Start(); this.prevTransition = this.transitions[this.curStateIndex].list[0]; }
// Queues a transition to play following the previous (currently-running) transition protected void QueueTransition(int newState, int prevState, bool suppressTransition) { if (deleted) { return; } nextTransition = transitions[newState].list[DetermineNextTransition(newState, prevState)]; nextState = (CONTROL_STATE)newState; if (suppressTransition) { prevTransition.End(); prevTransition = nextTransition; prevTransition.Start(); prevTransition.End(); // Immediately place the transition into its "end state". return; } // See if we've already queued to run a follow-up transition: if (!transitionQueued) { prevTransition.AddTransitionEndDelegate(RunFollowupTrans); } transitionQueued = true; }
void AddEmail(EZTransition transition) { GameObject t = GameObject.Instantiate(inviteFriendPrefab) as GameObject; t.transform.FindChild("TextField").GetComponent <UITextField>().AddFocusDelegate(CreateInviteFriendsContainer); inviteFriendScroll.AddItem(t.GetComponent <UIListItemContainer>()); }
void Start() { bringInFoward = interPanel.GetTransition(UIPanelManager.SHOW_MODE.BringInForward); dismissForwad = interPanel.GetTransition(UIPanelManager.SHOW_MODE.DismissForward); bringInFoward.AddTransitionEndDelegate(AppearEnd); dismissForwad.AddTransitionEndDelegate(HideEnd); }
void BringFirstPastPanel(EZTransition transition) { if (clickedNext) { return; } firstPastPanel.transitions.list[0].AddTransitionEndDelegate(DismissFirstPastPanel); firstPastPanel.BringIn(); }
void InitLevelSelection(EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(true); if (!Save.HasKey("actualWorld")) { actualWorld = 1; } else { actualWorld = Save.GetInt("actualWorld"); } scrollLevels.ScrollToItem(actualWorld - 1, 0.5f); //scrollLevels.SetSelectedItem(actualWorld); scrollLevels.AddItemSnappedDelegate(SetWorld); //Debug.Log ("actualWorld: " + actualWorld); // salva as estrelas ganhas no flow foreach (KeyValuePair <int, World> w in Flow.worldDict) { foreach (KeyValuePair <int, Level> l in w.Value.levelDict) { if (Save.HasKey(PlayerPrefsKeys.LEVELSTARS + l.Key)) { l.Value.stars = Save.GetInt(PlayerPrefsKeys.LEVELSTARS + (l.Key).ToString()); // world1_level1_stars Debug.Log("l.Value.stars: " + l.Value.stars + ", level: " + l.Value.id + ", world: " + w.Value.id); //l.Value.points = l.Key; } } } for (int i = 0; i < 5; i++) { for (int j = 0; j < 9; j++) { int stars = i * 9 + 7 + j; if (Save.HasKey(PlayerPrefsKeys.LEVELSTARS + stars)) { transform.FindChild("ScrollLevels").FindChild("Mover").FindChild("World " + (i + 1).ToString() + " List Item"). FindChild("Level " + (j + 1).ToString() + " Panel").GetComponent <Level>().stars = Save.GetInt(PlayerPrefsKeys.LEVELSTARS + stars); } else { transform.FindChild("ScrollLevels").FindChild("Mover").FindChild("World " + (i + 1).ToString() + " List Item"). FindChild("Level " + (j + 1).ToString() + " Panel").GetComponent <Level>().stars = 0; } transform.FindChild("ScrollLevels").FindChild("Mover").FindChild("World " + (i + 1).ToString() + " List Item"). FindChild("Level " + (j + 1).ToString() + " Panel").GetComponent <Level>().SetStars(); } } }
public void EnteredInvite(EZTransition transition) { scroll.gameObject.SetActive(true); if (scroll.Count == 0 && playingScroll.Count == 0) { GetFriends(); } }
void DismissFirstPastPanel(EZTransition transition) { if (clickedNext) { return; } firstPastPanel.transitions.list[2].AddTransitionEndDelegate(BringSecondPastPanel); firstPastPanel.Dismiss(); }
void InitLevelSelection(EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(true); if (!Save.HasKey ("actualWorld")) { actualWorld = 1; } else { actualWorld = Save.GetInt ("actualWorld"); } scrollLevels.ScrollToItem(actualWorld-1, 0.5f); //scrollLevels.SetSelectedItem(actualWorld); scrollLevels.AddItemSnappedDelegate(SetWorld); //Debug.Log ("actualWorld: " + actualWorld); // salva as estrelas ganhas no flow foreach(KeyValuePair<int, World> w in Flow.worldDict) { foreach (KeyValuePair<int, Level> l in w.Value.levelDict) { if (Save.HasKey (PlayerPrefsKeys.LEVELSTARS+l.Key)) { l.Value.stars = Save.GetInt(PlayerPrefsKeys.LEVELSTARS+(l.Key).ToString()); // world1_level1_stars Debug.Log("l.Value.stars: " + l.Value.stars + ", level: " + l.Value.id + ", world: " + w.Value.id); //l.Value.points = l.Key; } } } for(int i = 0; i < 5; i++) { for(int j = 0; j < 9; j++) { int stars = i*9+7+j; if (Save.HasKey (PlayerPrefsKeys.LEVELSTARS+stars)) { transform.FindChild("ScrollLevels").FindChild("Mover").FindChild("World " + (i+1).ToString() + " List Item"). FindChild("Level " + (j+1).ToString() + " Panel").GetComponent<Level>().stars = Save.GetInt(PlayerPrefsKeys.LEVELSTARS+stars); } else { transform.FindChild("ScrollLevels").FindChild("Mover").FindChild("World " + (i+1).ToString() + " List Item"). FindChild("Level " + (j+1).ToString() + " Panel").GetComponent<Level>().stars = 0; } transform.FindChild("ScrollLevels").FindChild("Mover").FindChild("World " + (i+1).ToString() + " List Item"). FindChild("Level " + (j+1).ToString() + " Panel").GetComponent<Level>().SetStars(); } } }
/// <summary> /// Sets the button's toggle state to the specified state. /// </summary> /// <param name="s">The zero-based state number/index.</param> public void SetToggleState(int s) { curStateIndex = s % (states.Length - 1); // First see if we need to postpone this state // change for when we are active: if (!gameObject.active) { stateChangeWhileDeactivated = true; // Call our changed delegate: if (changeDelegate != null) { changeDelegate(this); } return; } this.SetState(curStateIndex); this.UseStateLabel(curStateIndex); // Recalculate our collider UpdateCollider(); // Loop through each layer and set its state, // provided we have a valid index for that state: for (int i = 0; i < layers.Length; ++i) { if (-1 != stateIndices[i, curStateIndex]) { layers[i].Hide(false); layers[i].SetState(stateIndices[i, curStateIndex]); } else { layers[i].Hide(true); } } // End any current transition: if (prevTransition != null) { prevTransition.StopSafe(); } transitions[curStateIndex].list[0].Start(); prevTransition = transitions[curStateIndex].list[0]; // Call our changed delegate: if (changeDelegate != null && !stateChangeWhileDeactivated) { changeDelegate(this); } }
protected void DisableMe() { base.UseStateLabel(this.states.Length - 1); if (this.prevTransition != null) { this.prevTransition.StopSafe(); } this.transitions[this.states.Length - 1].list[0].Start(); this.prevTransition = this.transitions[this.states.Length - 1].list[0]; }
void Connect(EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(true); notInThisPanel = false; Debug.Log("gameListCount: " + Flow.gameList.Count); Debug.Log("scrollCount: " + scroll.Count); if (Flow.gameList.Count > 0) { noGamesYet.Text = ""; // Fix Me Up Top Coloquei um porque adicionei a forca um container offline if (scroll.Count == 0) { Debug.Log("adicioneiVelhosContainersNaLista"); sortList(); for (int i = 0; i < Flow.gameList.Count; i++) { if (Flow.gameList[i].id != -999) { Debug.Log("coloquei " + Flow.gameList[i].friend.name); // seta past index na lista para atualizacoes que foram feitas em battle status... Flow.gameList[i].pastIndex = i; //scroll.InsertItem(Flow.gameList[i].GetComponent<UIListItemContainer>(), i); Debug.Log("picture flow: " + Flow.gameList[i].friend.rawText.ToString()); CreateGameContainer(Flow.gameList[i], i); } else if (Flow.gameList[i].whoseMove == "your") { Debug.Log("coloquei label your " + i); AddTurnLabel("your", i); } else if (Flow.gameList[i].whoseMove == "their") { Debug.Log("coloquei label their " + i); AddTurnLabel("their", i); } } } } Debug.Log("tem token: " + Save.HasKey(PlayerPrefsKeys.TOKEN)); if (Save.HasKey(PlayerPrefsKeys.TOKEN)) { Debug.Log("token: " + Save.GetString(PlayerPrefsKeys.TOKEN)); } WWWForm form = new WWWForm(); form.AddField("lastUpdate", TimeZoneInfo.ConvertTimeToUtc(Flow.lastUpdate).ToString()); new GameJsonAuthConnection(Flow.URL_BASE + "mines/getgames.php", OnReceiveGames).connect(form); }
// Sets the control to its disabled appearance: protected void DisableMe() { // End any current transition: if (prevTransition != null) { prevTransition.StopSafe(); } transitions[states.Length - 1].list[0].Start(); prevTransition = transitions[states.Length - 1].list[0]; }
void DismissSecondPastPanel(EZTransition transition) { if (clickedNext) { return; } //lastPastPanel.transitions.list[2].AddTransitionEndDelegate(StartGame); //lastPastPanel.Dismiss(); winLosePanel.transitions.list[2].AddTransitionEndDelegate(StartGame); winLosePanel.Dismiss(); }
public void SetToggleState(int s) { this.curStateIndex = s % (this.states.Length - 1); base.UseStateLabel(this.curStateIndex); if (this.prevTransition != null) { this.prevTransition.StopSafe(); } this.transitions[this.curStateIndex].list[0].Start(); this.prevTransition = this.transitions[this.curStateIndex].list[0]; }
void BringSecondPastPanel(EZTransition transition) { if (clickedNext) { return; } //lastPastPanel.transitions.list[0].AddTransitionEndDelegate(DismissSecondPastPanel); //lastPastPanel.BringIn(); winLosePanel.transitions.list[0].AddTransitionEndDelegate(DismissSecondPastPanel); winLosePanel.BringIn(); }
// Starts the appropriate transition protected void StartTransition(int newState, int prevState) { int transIndex = 0; // What state are we now in? switch (newState) { case 0: // True // Where did we come from? switch (prevState) { case 1: // False transIndex = 0; break; case 2: // Disabled transIndex = 1; break; } break; case 1: // False // Where did we come from? switch (prevState) { case 0: // True transIndex = 0; break; case 2: // Disabled transIndex = 1; break; } break; case 2: // Disabled // Where did we come from? switch (prevState) { case 0: // True transIndex = 0; break; case 1: // False transIndex = 1; break; } break; } transitions[newState].list[transIndex].Start(); prevTransition = transitions[newState].list[transIndex]; }
void Connect(EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(true); notInThisPanel = false; Debug.Log ("gameListCount: " + Flow.gameList.Count); Debug.Log ("scrollCount: " + scroll.Count); if (Flow.gameList.Count > 0) { noGamesYet.Text = ""; // Fix Me Up Top Coloquei um porque adicionei a forca um container offline if (scroll.Count == 0) { Debug.Log ("adicioneiVelhosContainersNaLista"); sortList(); for (int i = 0; i < Flow.gameList.Count; i++) { if (Flow.gameList[i].id != -999) { Debug.Log("coloquei " + Flow.gameList[i].friend.name); // seta past index na lista para atualizacoes que foram feitas em battle status... Flow.gameList[i].pastIndex = i; //scroll.InsertItem(Flow.gameList[i].GetComponent<UIListItemContainer>(), i); Debug.Log("picture flow: "+Flow.gameList[i].friend.rawText.ToString()); CreateGameContainer (Flow.gameList[i], i); } else if(Flow.gameList[i].whoseMove == "your") { Debug.Log("coloquei label your " + i); AddTurnLabel("your", i); } else if(Flow.gameList[i].whoseMove == "their") { Debug.Log("coloquei label their " + i); AddTurnLabel("their", i); } } } } Debug.Log("tem token: "+Save.HasKey(PlayerPrefsKeys.TOKEN)); if(Save.HasKey(PlayerPrefsKeys.TOKEN)) Debug.Log("token: "+Save.GetString(PlayerPrefsKeys.TOKEN)); WWWForm form = new WWWForm(); form.AddField("lastUpdate",TimeZoneInfo.ConvertTimeToUtc(Flow.lastUpdate).ToString()); new GameJsonAuthConnection(Flow.URL_BASE + "mines/getgames.php", OnReceiveGames).connect(form); }
void OptionsLoad(EZTransition transition) { soundVolumeSlider.Value = Save.GetFloat(PlayerPrefsKeys.VOLUME.ToString()); if(Save.GetString(PlayerPrefsKeys.PUSHNOTIFICATIONS.ToString()) == "On") { pushOn.gameObject.SetActive(true); pushOff.gameObject.SetActive(false); } else { pushOff.gameObject.SetActive(true); pushOn.gameObject.SetActive(false); } }
void InitRankings(EZTransition transition) { Debug.Log("transition rankings"); stageName.Text = Flow.currentRank.name; hostName.Text = "Hosted by " + Flow.currentRank.creatorName; if(Flow.currentRank.hostID == Save.GetString(PlayerPrefsKeys.ID)) { playAgainButton.SetActive(false); challengeButton.SetActive(true); } else { playAgainButton.SetActive(true); challengeButton.SetActive(false); } transform.FindChild("World"+(Flow.currentRank.world+1).ToString()).gameObject.SetActive(true); Connect(); }
void InitReplay (EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(false); if(Flow.currentGame.friend.rawText != null) enemyPicture.material.mainTexture = Flow.currentGame.friend.rawText; else { GameRawAuthConnection conn = new GameRawAuthConnection(Flow.URL_BASE + "login/picture.php", HandleGetFriendPicture); WWWForm form = new WWWForm(); form.AddField("user_id", Flow.currentGame.friend.id); conn.connect(form); } enemyName.Text = Flow.currentGame.friend.name; int enemyPoints = 0; int myPoints = 0; for(int i = 0 ; i < Flow.ROUNDS_PER_TURN ; i++) { //myPoints += Flow.currentGame.pastMyRoundList[i].playerRoundWin; //enemyPoints += Flow.currentGame.pastTheirRoundList[i].playerRoundWin; } if(enemyPoints > myPoints) { Flow.enemyWin = true; Flow.playerWin = false; } else if(myPoints > enemyPoints) { Flow.playerWin = true; Flow.enemyWin = false; } else { Flow.playerWin = false; Flow.enemyWin = false; } }
/// <summary> /// Sets the button's toggle state to the specified state. /// </summary> /// <param name="s">The zero-based state number/index.</param> public virtual void SetToggleState(int s) { curStateIndex = s % (states.Length-1); this.UseStateLabel(curStateIndex); // End any current transition: if (prevTransition != null) prevTransition.StopSafe(); transitions[curStateIndex].list[0].Start(); prevTransition = transitions[curStateIndex].list[0]; }
protected void DecrementTransitioningPanels(UIPanelBase p, EZTransition t) { --transitioningPanelCount; }
/// <summary> /// Sets the button's toggle state to the specified state. /// </summary> /// <param name="s">The zero-based state number/index.</param> public void SetToggleState(int s) { curStateIndex = s % (states.Length-1); this.SetState(curStateIndex); this.UseStateLabel(curStateIndex); // Recalculate our collider UpdateCollider(); // Loop through each layer and set its state, // provided we have a valid index for that state: for (int i = 0; i < layers.Length; ++i) { if (-1 != stateIndices[i, curStateIndex]) { layers[i].Hide(false); layers[i].SetState(stateIndices[i, curStateIndex]); } else layers[i].Hide(true); } // End any current transition: if (prevTransition != null) prevTransition.StopSafe(); transitions[curStateIndex].list[0].Start(); prevTransition = transitions[curStateIndex].list[0]; }
void BringSecondPastPanel(EZTransition transition) { lastPastPanel.transitions.list[0].AddTransitionEndDelegate(DismissSecondPastPanel); lastPastPanel.BringIn(); }
void InitShop(EZTransition transition) { RefreshItemsScroll(); RefreshCoinsScroll(); }
void StartGame(EZTransition transition) { if(Flow.path == TurnStatus.AnswerGame) { Flow.path = TurnStatus.BeginGame; // Fix Me UPTOP Mandar para world Selection Application.LoadLevel("Game"); } else if(Flow.path == TurnStatus.ShowPast) { Flow.path = TurnStatus.AnswerGame; Application.LoadLevel("Game"); } }
public override void Copy(SpriteRoot s, ControlCopyFlags flags) { base.Copy(s, flags); if (!(s is UIStateToggleBtn)) return; UIStateToggleBtn b = (UIStateToggleBtn)s; if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings) { defaultState = b.defaultState; } if ((flags & ControlCopyFlags.State) == ControlCopyFlags.State) { prevTransition = b.prevTransition; if (Application.isPlaying) SetToggleState(b.StateNum); } if ((flags & ControlCopyFlags.Invocation) == ControlCopyFlags.Invocation) { scriptWithMethodToInvoke = b.scriptWithMethodToInvoke; methodToInvoke = b.methodToInvoke; whenToInvoke = b.whenToInvoke; delay = b.delay; } if ((flags & ControlCopyFlags.Sound) == ControlCopyFlags.Sound) { soundToPlay = b.soundToPlay; } }
// Sets the control to its disabled appearance: protected void DisableMe() { // The disabled state is the last in the states list: SetState(states.Length - 1); this.UseStateLabel(states.Length - 1); // Set the layer states: for (int i = 0; i < layers.Length; ++i) { if (stateIndices[i, states.Length - 1] != -1) layers[i].SetState(stateIndices[i, states.Length - 1]); } // End any current transition: if (prevTransition != null) prevTransition.StopSafe(); transitions[states.Length - 1].list[0].Start(); prevTransition = transitions[states.Length - 1].list[0]; }
public override void Copy(IControl c, ControlCopyFlags flags) { if (!(c is UIRadioBtn3D)) return; base.Copy(c); UIRadioBtn3D b = (UIRadioBtn3D)c; if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings) { group = b.group; defaultValue = b.defaultValue; } if ((flags & ControlCopyFlags.State) == ControlCopyFlags.State) { prevTransition = b.prevTransition; if (Application.isPlaying) Value = b.Value; } if ((flags & ControlCopyFlags.Invocation) == ControlCopyFlags.Invocation) { scriptWithMethodToInvoke = b.scriptWithMethodToInvoke; methodToInvoke = b.methodToInvoke; whenToInvoke = b.whenToInvoke; delay = b.delay; } if ((flags & ControlCopyFlags.Sound) == ControlCopyFlags.Sound) { soundToPlay = b.soundToPlay; } }
// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if(deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) gameObject.SetActiveRecursively(false); } if (tempTransCompleteDel != null) tempTransCompleteDel(this, transition); tempTransCompleteDel = null; if (blockInput[prevTransIndex] && UIManager.Exists()) UIManager.instance.UnlockInput(); }
void FillValues(EZTransition transition) { Debug.Log(Save.GetString(PlayerPrefsKeys.NAME.ToString())); if(Flow.path == TurnStatus.BeginGame) { Flow.currentGame.myTotalScore = 0; foreach(Round r in Flow.currentGame.myRoundList) { Flow.currentGame.myTotalScore += r.score; } for(int i = 0; i<friendTimes.Length; i++) friendTimes[i].Text = ""; friendScore.Text = "Waiting..."; for(int i = 0; i<userTimes.Length; i++) { userTimes[i].Text = "Time " + (i+1).ToString() + ": " + Flow.currentGame.myRoundList[i].time.ToString(); } } else if(Flow.path == TurnStatus.AnswerGame) { Flow.currentGame.myTotalScore = 0; foreach(Round r in Flow.currentGame.myRoundList) { Flow.currentGame.myTotalScore += r.score; } Flow.currentGame.theirTotalScore = 0; foreach(Round r in Flow.currentGame.theirRoundList) { Flow.currentGame.theirTotalScore += r.score; } for(int i = 0; i<friendTimes.Length; i++) { friendTimes[i].Text = "Time " + (i+1).ToString() + ": " + Flow.currentGame.theirRoundList[i].time.ToString(); } friendScore.Text = "Score: " + Flow.currentGame.theirTotalScore.ToString(); for(int i = 0; i<userTimes.Length; i++) { userTimes[i].Text = "Time " + (i+1).ToString() + ": " + Flow.currentGame.myRoundList[i].time.ToString(); } } else if(Flow.path == TurnStatus.ShowPast) { Flow.currentGame.myTotalScore = 0; foreach(Round r in Flow.currentGame.pastMyRoundList) { Flow.currentGame.myTotalScore += r.score; } Flow.currentGame.theirTotalScore = 0; foreach(Round r in Flow.currentGame.pastTheirRoundList) { Flow.currentGame.theirTotalScore += r.score; } Debug.Log(Flow.currentGame.pastTheirRoundList.Count); for(int i = 0; i<friendTimes.Length; i++) { friendTimes[i].Text = "Time " + (i+1).ToString() + ": " + Flow.currentGame.pastTheirRoundList[i].time.ToString(); } friendScore.Text = "Score: " + Flow.currentGame.theirTotalScore.ToString(); for(int i = 0; i<userTimes.Length; i++) { userTimes[i].Text = "Time " + (i+1).ToString() + ": " + Flow.currentGame.pastMyRoundList[i].time.ToString(); } ShowPastPanel(); } userName.Text = Save.GetString(PlayerPrefsKeys.NAME.ToString()); friendName.Text = Flow.currentGame.friend.name; turnsLost.Text = "Victories: " + Flow.currentGame.turnsLost.ToString(); turnsWon.Text = "Defeats: " + Flow.currentGame.turnsWon.ToString(); userScore.Text = "Score: " + Flow.currentGame.myTotalScore.ToString(); }
// Sets the control to its disabled appearance: protected void DisableMe() { this.UseStateLabel(states.Length - 1); // End any current transition: if (prevTransition != null) prevTransition.StopSafe(); transitions[states.Length - 1].list[0].Start(); prevTransition = transitions[states.Length - 1].list[0]; }
void DismissFirstPastPanel(EZTransition transition) { firstPastPanel.transitions.list[2].AddTransitionEndDelegate(BringSecondPastPanel); firstPastPanel.Dismiss(); }
public override void Copy(SpriteRoot s, ControlCopyFlags flags) { base.Copy(s, flags); if (!(s is UIRadioBtn)) return; UIRadioBtn b = (UIRadioBtn)s; if ((flags & ControlCopyFlags.State) == ControlCopyFlags.State) { state = b.state; prevTransition = b.prevTransition; if (Application.isPlaying) Value = b.Value; } if ((flags & ControlCopyFlags.Settings) == ControlCopyFlags.Settings) { group = b.group; defaultValue = b.defaultValue; } if ((flags & ControlCopyFlags.Invocation) == ControlCopyFlags.Invocation) { scriptWithMethodToInvoke = b.scriptWithMethodToInvoke; methodToInvoke = b.methodToInvoke; whenToInvoke = b.whenToInvoke; delay = b.delay; } if ((flags & ControlCopyFlags.Sound) == ControlCopyFlags.Sound) { soundToPlay = b.soundToPlay; } }
// Gets called when our transition is complete public void TransitionCompleted(EZTransition transition) { prevTransition = null; // Deactivate all child objects? if (deactivateAllOnDismiss) { // If this was a dismissal: if (transition == Transitions.list[2] || transition == Transitions.list[3]) #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 gameObject.SetActive(false); #else gameObject.SetActiveRecursively(false); #endif } if (tempTransCompleteDel != null) tempTransCompleteDel(this, transition); tempTransCompleteDel = null; if (changeDelegate != null) changeDelegate(this); if (blockInput[prevTransIndex] && UIManager.Exists()) UIManager.instance.UnlockInput(); }
/// <summary> /// Starts the transition matching the specified name (case-insensitive). /// </summary> /// <param name="transName">The name of the transition to start. Ex: "Bring In Forward"</param> public virtual void StartTransition(string transName) { if (!m_started) Start(); EZTransition[] list = Transitions.list; for (int i = 0; i < list.Length; ++i) if (string.Equals(list[i].name, transName, System.StringComparison.CurrentCultureIgnoreCase)) { // Finish any pending transition: if (prevTransition != null) prevTransition.StopSafe(); prevTransIndex = i; if (blockInput[prevTransIndex]) UIManager.instance.LockInput(); prevTransition = list[prevTransIndex]; // Activate all children, if we were set to deactivate // them on dismissal: if (deactivateAllOnDismiss) { if (prevTransition == list[(int)UIPanelManager.SHOW_MODE.BringInBack] || prevTransition == list[(int)UIPanelManager.SHOW_MODE.BringInForward]) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 gameObject.SetActive(true); #else gameObject.SetActiveRecursively(true); #endif Start(); } } prevTransition.Start(); } }
void DismissSecondPastPanel(EZTransition transition) { lastPastPanel.transitions.list[2].AddTransitionEndDelegate(StartGame); lastPastPanel.Dismiss(); }
/// <summary> /// Sets the button's toggle state to the specified state. /// </summary> /// <param name="s">The zero-based state number/index.</param> /// <param name="suppressTransition">Whether or not to suppress transitions when changing states.</param> public virtual void SetToggleState(int s, bool suppressTransition) { curStateIndex = s % (states.Length - 1); // First see if we need to postpone this state // change for when we are active: #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 if (!gameObject.activeInHierarchy) #else if (!gameObject.active) #endif { stateChangeWhileDeactivated = true; // Call our changed delegate: if (changeDelegate != null) changeDelegate(this); return; } this.SetState(curStateIndex); this.UseStateLabel(curStateIndex); // Recalculate our collider UpdateCollider(); SetLayerState(curStateIndex); // Loop through each layer and set its state, // provided we have a valid index for that state: for (int i = 0; i < layers.Length; ++i) { if (-1 != stateIndices[i, curStateIndex]) { layers[i].Hide(IsHidden()); layers[i].SetState(stateIndices[i, curStateIndex]); } else layers[i].Hide(true); } // End any current transition: if (prevTransition != null) prevTransition.StopSafe(); if (!suppressTransition) { transitions[curStateIndex].list[0].Start(); prevTransition = transitions[curStateIndex].list[0]; } // Call our changed delegate: if (changeDelegate != null && !stateChangeWhileDeactivated) changeDelegate(this); }
void EnteredMenu(EZTransition transition) { Flow.header.transform.FindChild("OptionsPanel").gameObject.SetActive(false); Flow.currentMode = GameMode.None; }
// Called when the loading panel's transition ends. public void LoadSceneDelegate(UIPanelBase panel, EZTransition trans) { StartCoroutine(LoadScene()); }
/// <summary> /// Starts one of the panel's "bring in" or "dismiss" transitions. /// </summary> /// <param name="mode">The mode corresponding to the transition that should be played.</param> public virtual void StartTransition(UIPanelManager.SHOW_MODE mode) { if (!m_started) Start(); // Finish any pending transition: if (prevTransition != null) prevTransition.StopSafe(); prevTransIndex = (int)mode; if (blockInput[prevTransIndex]) UIManager.instance.LockInput(); prevTransition = Transitions.list[prevTransIndex]; // Activate all children, if we were set to deactivate // them on dismissal: if (deactivateAllOnDismiss) { if (mode == UIPanelManager.SHOW_MODE.BringInBack || mode == UIPanelManager.SHOW_MODE.BringInForward) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 gameObject.SetActive(true); #else gameObject.SetActiveRecursively(true); #endif Start(); } } prevTransition.Start(); }