//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Trigger //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected override void OnTrigger() { base.OnTrigger(); m_oMenuLabelDisplay.ApplyEffects(m_rMenuTextLabel); if (GameManager.CurrentSubscene != null) { GameManager.CurrentSubscene.HideSubscene(); } else if (ObjectTransitionAnimation.CurrentlyActive != null && !ObjectTransitionAnimation.CurrentlyActive.IsLocked) { ObjectTransitionAnimation.CurrentlyActive.Disappear(); } else { if (SettingsMenuManager.Opened) { ShowUnpressedSprite(); SettingsMenuManager.Close(); } else { ShowPressedSprite(); SettingsMenuManager.Open(); m_oExitLabelDisplay.ApplyEffects(m_rMenuTextLabel); } } }
public void BeginFadein(SubSceneManager previousScene, ObjectTransitionAnimation previousNote) { m_rPreviousScene = previousScene; m_rPreviousNotePage = previousNote; if (!SupressPlugWindow) { // Show Vignette VignetteManager.TransitionVignette(m_oVignetteInfo); if (SettingsMenuManager.Opened) { SettingsMenuManager.Close(); } // Toggle animation and disable user input for now ShowFirstAnimationFrames(); m_eTransitionPhase = TransitionPhase.SETTINGS_MENU; m_bFadeinResults = true; ButtonManager.ToggleAllButtons(false); } else { if (previousNote != null) { previousNote.Reveal(false); } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Trigger //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected override void OnTrigger() { base.OnTrigger(); if (m_rTutorialManager != null) { SettingsMenuManager.Close(); m_rTutorialManager.BeginTutorial(m_iTutorialStartPointID); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Trigger //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected override void OnTrigger() { base.OnTrigger(); if (m_rInstrumentManager.CurrentInstrumentMode != m_eSelectedInstrument) { m_rInstrumentManager.CurrentInstrumentMode = m_eSelectedInstrument; if (!TutorialManager_Base.TutorialOpened) { SettingsMenuManager.Close(); } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Reveal //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /// <summary> /// Forces the object to appear using a predefined animation. /// </summary> /// <param name="a_bCloseSettingsMenuFirst">Close Settings Menu (if opened) before proceeding?</param> /// <param name="a_bAssignSelfToSettings">Assign Self To Settings Menu? Doing so will cause the settings button to call this script's 'Disappear' Method when pressed.</param> /// <param name="a_bReverseDisappearAnimation">Play the Disappear Animation in reverse?</param> public virtual void Reveal(bool a_bCloseSettingsMenuFirst = true, bool a_bAssignSelfToSettings = true, bool a_bReverseDisappearAnimation = false) { if (IsLocked) { return; } // Close the Settings Menu if Opened m_bAssignToSettingsButton = a_bAssignSelfToSettings; m_bWaitForSettingsMenu = a_bCloseSettingsMenuFirst; if (m_bWaitForSettingsMenu && SettingsMenuManager.Opened) { SettingsMenuManager.Close(); } if (m_bAssignToSettingsButton) { // Assign self to SubScene if active if (GameManager.CurrentSubscene != null) { GameManager.CurrentSubscene.SetCurrentSceneObject(this); } if (sm_rCurrentlyActiveNotes != null) { sm_rCurrentlyActiveNotes.Disappear(false); } } // Setup Reveal variables and make this gameobject active in the Scene if (a_bReverseDisappearAnimation) { m_iCurrentAnimationElement = m_aDisappearAnimationEffect.Length - 1; m_eCurrentState = CurrentState.REVERSE_DISAPPEARING; m_aDisappearAnimationEffect[m_iCurrentAnimationElement].Reset(); } else { m_iCurrentAnimationElement = 0; m_eCurrentState = CurrentState.REVEAL; m_aRevealAnimationEffect[m_iCurrentAnimationElement].Reset(); } this.enabled = true; this.gameObject.SetActive(true); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Trigger //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected override void OnTrigger() { base.OnTrigger(); SettingsMenuManager.Close(); }