private void OnShowModule(lib.Event e) { ModuleEventData d = e.Data as ModuleEventData; GameVO.Instance.moduleData = d.value; if (show != null) { nextModule = d.name; show.GetComponent <UIFade>().FadeOut(nextModule); show.GetComponent <UIFade>().AddListener(lib.Event.COMPLETE, OnFadeOut); return; } showModule = d.name; switch (d.name) { case ModuleName.Main: mainUI.SetActive(true); show = mainUI; break; case ModuleName.Daily: dailyUI.SetActive(true); show = dailyUI; break; case ModuleName.Freedom: freedomUI.SetActive(true); show = freedomUI; break; case ModuleName.Game: gameUI.SetActive(true); show = gameUI; break; case ModuleName.Result: resultUI.SetActive(true); show = resultUI; break; case ModuleName.Setting: settingUI.SetActive(true); show = settingUI; break; } show.GetComponent <UIFade>().FadeIn(ModuleName.None); }
private void OnRaiseEvent(ModuleEventData eventData){ raised = true; }
/** * Callback that is called from Computing Engine. * If element Id is specified in ModuleEventData instance then only element with matching id is called. * * @param eventData : information passed from original event handler (third parameter * of ModuleEventData instance) * * @param element : contains all necessary information about current element (property values, * last executed time, last error....) * * @param elements : all elements. Useful for getting results, errors, states... from other elements or * executing them dynamically. * * @return bool if true then computing Engine resumes loop to element that proceeds current, * otherwise loop is not resumed */ public bool CheckInterruptCondition(ModuleEventData eventData, IPlugin element, Hashtable elements) { element.LastResultBoxed = eventData.Tag; element.IsConditionMet = true; return(true); }
public bool CheckInterruptCondition(ModuleEventData eventData, IElement element, Hashtable plugins) { element.LastResultBoxed = eventData.Tag; return(true); }