/// <summary> /// Instantiates the character create menu /// </summary> /// <param name="prefabToInstantiate"></param> public void InstantiatePrefabAsChangedMenu(MenuPrefabs prefabToInstantiate) { characterCreateMenu = prefabs[(int)prefabToInstantiate]; parentCursor = menuHandler.GetCursor(); menuHandler.ToggleCursor(false); characterCreateMenu = Instantiate(characterCreateMenu) as GameObject; characterCreateMenu.transform.SetParent(GameObject.Find("MainMenu").transform); priorMenu = menuHandler.GetActiveMenu(); priorMenu.SetActive(false); menuHandler.AddMenuAsChild(characterCreateMenu); menuHandler.SetMenuObject(characterCreateMenu); menuHandler.GetActiveMenu().SetActive(true); }
public void InstantiateStatusBoxPrefabWithNoMenuLink(MenuPrefabs prefabToInstantiate) { prefab = prefabs[(int)prefabToInstantiate]; parentCursor = menuHandler.GetActiveMenu().transform.Find("Cursor").gameObject; menuHandler.SetCursor(parentCursor); menuHandler.ToggleCursor(false); prefab = Instantiate(prefab) as GameObject; menuHandler.AddMenuAsChild(prefab); statusTextObj = prefab.GetComponentInChildren <Text>(); if (prefab.name == "StatusBox(Clone)") { statusBoxOpened = true; } menuHandler.SetMenuObject(prefab); }
/// <summary> /// Instantiates a prefab and sets it active, goes to the specified menulink when OK is pushed /// </summary> /// <param name="menuLink"></param> /// <param name="prefab"></param> public void InstantiatePrefab(Menus menuLink, MenuPrefabs prefabToInstantiate) { prefab = prefabs[(int)prefabToInstantiate]; statusBoxLink = menus[(int)menuLink]; parentCursor = menuHandler.GetCursor(); menuHandler.ToggleCursor(false); prefab = Instantiate(prefab) as GameObject; menuHandler.AddMenuAsChild(prefab); statusTextObj = prefab.GetComponentInChildren <Text>(); if (prefab.name == "StatusBox(Clone)") { statusBoxOpened = true; } menuHandler.SetMenuObject(prefab); }
/// <summary> /// Instantiates a generic menu prefab and sets it active using menuprefab enum. Instantly sets it ready to close, so /// used best for a quick message that shouldn't rely on other events to occur after it. /// DON'T use this for specific menu cases like charcreate. /// </summary> /// <param name="characterMenu"></param> /// <param name="prefab"></param> public void InstantiatePrefab(MenuPrefabs prefabToInstantiate) { if (prefabToInstantiate == MenuPrefabs.ModalStatusBox) { modalBoxOpened = true; } if (prefabToInstantiate == MenuPrefabs.StatusBox) { statusBoxOpened = true; } prefab = prefabs[(int)prefabToInstantiate]; menuHandler.ToggleCursor(false); prefab = Instantiate(prefab) as GameObject; menuHandler.AddMenuAsChild(prefab); parentCursor = menuHandler.GetCursor(); menuHandler.SetMenuObject(prefab); }
/// <summary> /// Instantiates a generic statusbox prefab with custom message that is instantly ready to close, used mainly in character create screen /// </summary> /// <param name="prefabToInstantiate"></param> /// <param name="statusText"></param> public void InstantiatePrefab(MenuPrefabs prefabToInstantiate, string statusText) { if (prefabToInstantiate == MenuPrefabs.ModalStatusBox) { modalBoxOpened = true; } if (prefabToInstantiate == MenuPrefabs.StatusBox) { statusBoxOpened = true; StatusBoxHandler.readyToClose = true; } prefab = prefabs[(int)prefabToInstantiate]; parentCursor = menuHandler.GetCursor(); menuHandler.ToggleCursor(false); prefab = Instantiate(prefab) as GameObject; menuHandler.AddMenuAsChild(prefab); menuHandler.SetMenuObject(prefab); prefab.transform.Find("StatusText").GetComponentInChildren <Text>().text = statusText; }