public void hideState(UISTATE state) { switch (state) { case UISTATE.SPOT: bandeau[(int)UISTATE.SPOT].gameObject.SetActive(false); labelSprite[(int)UISTATE.SPOT].gameObject.SetActive(false); break; case UISTATE.CLEAR: StopCoroutine("displayEndingScreen"); bandeau[(int)UISTATE.CLEAR].gameObject.SetActive(false); labelSprite[(int)UISTATE.CLEAR].gameObject.SetActive(false); panelFinish.gameObject.SetActive(false); resetSpriteColor(cache); resetLabelColor(levelName); resetLabelColor(newTime); resetLabelColor(bestTime); resetLabelColor(goalTime); yellowBandbest.color = new Color(1f, 1f, 1f, 0f); yellowBandbest.transform.localScale = new Vector3(2048f, 125f, 1f); yellowBandgoal.color = new Color(1f, 1f, 1f, 0f); yellowBandgoal.transform.localScale = new Vector3(2048f, 125f, 1f); for (int i = 0; i < infoMedal.Count; i++) { resetLabelColor(infoMedal[i]); } resetLabelColor(retry); resetMedalsPosition(); timeDisplayed.color = new Color(0.72f, 1f, 1f, 1f); break; } }
public void hideState(UISTATE state) { switch(state) { case UISTATE.SPOT: bandeau[(int)UISTATE.SPOT].gameObject.SetActive(false); labelSprite[(int)UISTATE.SPOT].gameObject.SetActive(false); break; case UISTATE.CLEAR: StopCoroutine("displayEndingScreen"); bandeau[(int)UISTATE.CLEAR].gameObject.SetActive(false); labelSprite[(int)UISTATE.CLEAR].gameObject.SetActive(false); panelFinish.gameObject.SetActive(false); resetSpriteColor(cache); resetLabelColor(levelName); resetLabelColor(newTime); resetLabelColor(bestTime); resetLabelColor(goalTime); yellowBandbest.color = new Color(1f, 1f, 1f, 0f); yellowBandbest.transform.localScale = new Vector3(2048f, 125f, 1f); yellowBandgoal.color = new Color(1f, 1f, 1f, 0f); yellowBandgoal.transform.localScale = new Vector3(2048f, 125f, 1f); for(int i=0; i<infoMedal.Count; i++) { resetLabelColor(infoMedal[i]); } resetLabelColor(retry); resetMedalsPosition(); timeDisplayed.color = new Color(0.72f, 1f, 1f, 1f); break; } }
private void InitServer(int _port) { networkInit.InitServer(_port); currentState = UISTATE.NONE; UpdateUI(); }
public void ChengeUIState(UISTATE nextState) { if (nextState == UISTATE.ACTIVE && _nowUIState != UISTATE.ACTIVE) { ActiveInitAction(); } _nowUIState = nextState; }
void SetUIState(UISTATE state) { if (uiState != state) { ChengeUIStateAction(state); uiState = state; } }
void resetState(UISTATE state) { bandeau[(int)state].transform.position = posbandeauBase[(int)state]; labelSprite[(int)state].transform.position = postagBase[(int)state]; bandeau[(int)state].transform.localScale = scalebandeauBase[(int)state]; bandeau[(int)state].color = new Color(1f, 1f, 1f, 0f); labelSprite[(int)state].color = new Color(1f, 1f, 1f, 0f); }
public void TogglePanel(bool _bool) { if (_bool) { currentState = UISTATE.CLIENTSERVER; } else { currentState = UISTATE.NONE; } UpdateUI(); }
public void launchState(UISTATE state) { switch (state) { case UISTATE.READY: StartCoroutine("launchGetReady"); break; case UISTATE.SPOT: StartCoroutine("launchSpotted"); break; case UISTATE.CLEAR: StartCoroutine("launchClear"); break; } }
public void ChengeUIState(UISTATE nextState) { if (nextState == UISTATE.ACTIVE && _nowUIState != UISTATE.ACTIVE) { ActiveInitAction(); } _nowUIState = nextState; if (_nowUIState == UISTATE.CLOSE) { gameObject.SetActive(false); } else { gameObject.SetActive(true); } }
public void LoginRegisterClicked() { registerState = REGISTERSTATE.NONE; GameObject go = EventSystem.current.currentSelectedGameObject; if (go != null) { if (go.name == "Login") { registerState = REGISTERSTATE.LOGIN; } else { registerState = REGISTERSTATE.REGISTER; } currentState = UISTATE.USERPASSWORD; UpdateUI(); } }
public void OpenMainState() { _uiSTATE = UISTATE.MAIN_STATE; UiGroupSwitcher(); }
public void OpenRollState() { _uiSTATE = UISTATE.ROLL_STATE; UiGroupSwitcher(); }
//public void SetUIState(UISTATE UiState) => UiGroupSwitcher(UiState); public void OpenIntro() { _uiSTATE = UISTATE.INTRO_STATE; UiGroupSwitcher(); }
private void Start() { _uiSTATE = UISTATE.INTRO_STATE; }
//0 means demon; 1 means Janitor public void GameEnds(int winner){ currentState = UISTATE.Endgame; endPanel.GetComponent<EndPanel_UI> ().Setup (winner); }
// Use this for initialization void Start () { ingame_reset = false; currentState = UISTATE.Ingame; }
public void launchState(UISTATE state) { switch(state) { case UISTATE.READY: StartCoroutine("launchGetReady"); break; case UISTATE.SPOT: StartCoroutine("launchSpotted"); break; case UISTATE.CLEAR: StartCoroutine("launchClear"); break; } }
/// <summary> /// ui変更時に対応する処理を呼ぶ /// </summary> /// <param name="state"></param> void ChengeUIStateAction(UISTATE state) { chengeUIStateActionDic[state].Invoke(); }
public void SetToLogin() { currentState = UISTATE.LOGINREGISTER; UpdateUI(); }
private void InitClient(string _ip, int _port, string _userName) { networkInit.InitClient(_ip, _port, _userName); currentState = UISTATE.LOGINREGISTER; UpdateUI(); }
protected void AddChengeUIStateAction(UISTATE state, UnityAction ua) { chengeUIStateActionDic[state].AddListener(ua); }