public override void StartTransition(UIPanelManager.SHOW_MODE mode) { if (mode == UIPanelManager.SHOW_MODE.BringInBack || mode == UIPanelManager.SHOW_MODE.BringInForward) { this.SetPanelState(UIBistateInteractivePanel.STATE.SHOWING); } else { this.SetPanelState(UIBistateInteractivePanel.STATE.HIDDEN); } }
// A pass-through for starting our transition so // that we capture our state: public override void StartTransition(UIPanelManager.SHOW_MODE mode) { if (mode == UIPanelManager.SHOW_MODE.BringInBack || mode == UIPanelManager.SHOW_MODE.BringInForward) { SetPanelState(STATE.SHOWING); } else { SetPanelState(STATE.HIDDEN); } }
/// <summary> /// Starts one of the panel's "bring in" or "dismiss" transitions. /// </summary> /// <param name="mode">The mode corresponding to the transition that should be played.</param> public virtual void StartTransition(UIPanelManager.SHOW_MODE mode) { if (!m_started) { Start(); } // Finish any pending transition: if (prevTransition != null) { prevTransition.StopSafe(); } prevTransIndex = (int)mode; if (blockInput[prevTransIndex]) { UIManager.instance.LockInput(); } prevTransition = Transitions.list[prevTransIndex]; // Activate all children, if we were set to deactivate // them on dismissal: if (deactivateAllOnDismiss) { if (mode == UIPanelManager.SHOW_MODE.BringInBack || mode == UIPanelManager.SHOW_MODE.BringInForward) { #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 gameObject.SetActive(true); #else gameObject.SetActiveRecursively(true); #endif Start(); } } prevTransition.Start(); }
public virtual void StartTransition(UIPanelManager.SHOW_MODE mode) { if (!this.m_started) { this.Start(); } if (this.prevTransition != null) { this.prevTransition.StopSafe(); } this.prevTransIndex = (int)mode; if (this.blockInput[this.prevTransIndex]) { NrTSingleton <UIManager> .Instance.LockInput(); } this.prevTransition = this.Transitions.list[this.prevTransIndex]; if (this.deactivateAllOnDismiss && (mode == UIPanelManager.SHOW_MODE.BringInBack || mode == UIPanelManager.SHOW_MODE.BringInForward)) { base.gameObject.SetActive(true); this.Start(); } this.prevTransition.Start(); }
/// <summary> /// Returns a reference to the specified transition. /// </summary> /// <param name="transition">The enum identifying the transition to retrieve.</param> /// <returns>Returns a reference to the specified transition. Null if none is found.</returns> public EZTransition GetTransition(UIPanelManager.SHOW_MODE transition) { return(GetTransition((int)transition)); }