private void Construct(IBuildSaveState _state, [Inject(Id = "TextValidateOutput")] Text _validateOutputText, [Inject(Id = "InputName")] InputField _inputNameField, [Inject(Id = "ButtonSaveTrack")] Button _saveButton, [Inject(Id = "ButtonCancel")] Button _cancelButton, [Inject(Id = "ButtonShare")] Button _shareButton, DialogBuilder.Factory _dialogBuilderFactory, IBuildStateMachine _buildSM, UpdateUseCase _useCase) { m_state = _state; m_session = _buildSM; m_useCase = _useCase; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks(( State )m_state); m_validateOutputText = _validateOutputText; m_validateOutputText.text = "Please enter a name for the Track"; m_inputNameField = _inputNameField; m_inputNameField.onValueChanged.AddListener(OnValueChanged); m_inputNameField.text = ""; m_saveButton = _saveButton; m_saveButton.onClick.AddListener(OnSaveButtonPressed); m_saveButton.interactable = false; _cancelButton.onClick.AddListener(OnCancelButtonPressed); m_dialogBuilderFactory = _dialogBuilderFactory; _shareButton.onClick.AddListener(OnShareButtonPressed); gameObject.SetActive(false); }
private void Construct(IBuildLoadState _state, [Inject(Id = "Content")] RectTransform _contentRect, [Inject(Id = "LoadButton")] Button _loadButton, [Inject(Id = "CancelButton")] Button _cancelButton, [Inject(Id = "RaceButton")] Button _raceButton, Settings _settings) { m_selected = null; m_state = _state; ((State)m_state).m_enteredState += LoadList; ((State)m_state).m_exitedState += Unload; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks((State)m_state); m_contentRect = _contentRect; m_loadButton = _loadButton; m_loadButton.interactable = false; m_loadButton.onClick.AddListener(OnEditPressed); _cancelButton.onClick.AddListener(OnCancelPressed); m_raceButton = _raceButton; m_raceButton.interactable = false; m_raceButton.onClick.AddListener(OnRacePressed); m_settings = _settings; gameObject.SetActive(false); }
private void Construct(ICalibrateState _state, ARPlaneManager _planeManager, ARPointCloudManager _pointCloudManager, Settings _settings, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_settings = _settings; m_planeManager = _planeManager; m_pointCloudManager = _pointCloudManager; m_dialogBuilderFactory = _dialogBuilderFactory; UIFader fader = GetComponent <UIFader> (); fader.RegisterStateCallbacks((State)_state); ((State)_state).m_enteredState += Reset; m_planeSatisfaction = new ReactiveProperty <int> (); m_pointSatisfaction = new ReactiveProperty <int> (); m_resetButton.onClick.AddListener(Reset); m_skipButton.onClick.AddListener(OnSkipButtonPressed); gameObject.SetActive(false); }
private void Construct(IRaceOverState _state) { m_state = _state; // Listen for state events m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks((State)m_state); // turn off this gameobject in case it is active gameObject.SetActive(false); }
private void Construct(IBuildEditorState _state, [Inject(Id = "TrackParent")] ISplineManager _splineMgr, [Inject(Id = "TrackParent")] StreetView _streetView, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks(( State )m_state); gameObject.SetActive(false); m_streetView = _streetView; m_dialogBuilderFactory = _dialogBuilderFactory; }
private void Construct(IRaceSetupState _state, Settings _settings) { m_state = _state; m_settings = _settings; m_startButton.onClick.AddListener(StartAbortButtonPressed); // Listen for state events m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks((State)m_state); // turn off this gameobject in case it is active gameObject.SetActive(false); }
private void Construct(IBuildObserveState _state, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_dialogBuilderFactory = _dialogBuilderFactory; m_backButton.onClick.AddListener(OnBackButtonPressed); m_editCopyButton.onClick.AddListener(OnEditCopyButtonPressed); m_raceButton.onClick.AddListener(OnRaceButtonPressed); UIFader fader = GetComponent <UIFader> (); fader.RegisterStateCallbacks((State)m_state); gameObject.SetActive(false); }
private void Construct(RaceManager _raceManager, IRaceSetupState raceSetupState, IRacingState _racingState, IRaceOverState _raceOverState) { m_raceManager = _raceManager; m_racingState = _racingState; UIFader fader = GetComponent <UIFader> (); fader.RegisterStateCallbacks( (State)_racingState, (State)_raceOverState); ((State)raceSetupState).m_enteredState += fader.Deactivate; gameObject.SetActive(false); }