public static void TurnGroupOff(CanvasGroup[] _canvases) { foreach (CanvasGroup canvas in _canvases) { GuideCanvasControl.TurnOff(canvas); } }
private void InitUIs() { if (guideCanvases.Length < 1) { return; } GuideCanvasControl.TurnGroupOff(guideCanvases); }
private void TruckIsComing() { if (truckComingState != TruckComingState.truckIsComing) { return; } // turn truck notification off GuideCanvasControl.TurnOff(truckNotification); // when animation of the truck is finished, move on the next state if (truckAction.hasFinished) { truckComingState = TruckComingState.checkPlayerPosition; } }
private void DisplayTruckNotification() { if (truckComingState != TruckComingState.displayTruckNotification) { return; } // display the notification ("the truck is coming") GuideCanvasControl.FadeIn(truckNotification); //modify position and rotation of the display ModifyTruckNotificationTransform(); // move on the next state, when the player see the truck if (playerSawTruck()) { // start playing animation of the truck truckComingState = TruckComingState.truckIsComing; } }
public void InitUI() { CanvasGroup[] canvases = { truckNotification, playerPosNavigation }; GuideCanvasControl.TurnGroupOff(canvases); }
private void DisplayPlayerPosNavigation() { // if the player is outside of the target zone, // display truck notification GuideCanvasControl.FadeIn(playerPosNavigation); }
public void InitUI() { GuideCanvasControl.TurnGroupOff(canvases); }