// Use this for initialization IEnumerator Start() { //setup initial display animator.ResetTake(animator.GetTakeIndex(takeStart)); animator.ResetTake(animator.GetTakeIndex(takeInteractEnter)); while (M8.SceneManager.instance.isLoading) { yield return(null); } animator.Play(takeStart); while (animator.isPlaying) { yield return(null); } //music if (startMusicPlaylist) { LoLMusicPlaylist.instance.Play(); } //start up the first page mCurPageInd = 0; ShowCurrentPage(); }
IEnumerator M8.SceneManager.ITransition.In() { animator.Play(mTakeInInd); while (animator.isPlaying) { yield return(null); } activeGO.SetActive(false); animator.ResetTake(mTakeOutInd); }
public void Reset() { if (mRout != null) { StopCoroutine(mRout); mRout = null; } if (animator) { animator.Stop(); int lastTakeInd = animator.lastPlayingTakeIndex; if (lastTakeInd != -1) { animator.ResetTake(lastTakeInd); } } mIsDocked = false; spriteRender.sortingOrder = mOrderDefault; }
public void Show(bool aShow) { if (mIsShow != aShow) { mIsShow = aShow; if (mIsShow) { gameObject.SetActive(true); //add widgets var blocks = GameData.instance.blocks; for (int i = 0; i < blocks.Length; i++) { var blockInfo = blocks[i]; if (GameMapController.instance.PaletteCount(blockInfo.name) > 0) { AddNewPaletteItem(blockInfo, false); } } //ensure we are positioned properly switch (GameMapController.instance.mode) { case GameMapController.Mode.Play: toggleButton.transform.localScale = new Vector3(-1f, 1f, 1f); animator.ResetTake(mTakeEditShowId); break; case GameMapController.Mode.Edit: toggleButton.transform.localScale = new Vector3(1f, 1f, 1f); animator.ResetTake(mTakeEditHideId); break; } GameMapController.instance.paletteUpdateCallback += OnGamePaletteUpdate; GameMapController.instance.modeChangeCallback += OnGameModeChange; GameMapController.instance.blockSelectedChangeCallback += OnGameBlockSelectChanged; } else { GameMapController.instance.paletteUpdateCallback -= OnGamePaletteUpdate; GameMapController.instance.modeChangeCallback -= OnGameModeChange; GameMapController.instance.blockSelectedChangeCallback -= OnGameBlockSelectChanged; //clear up widgets for (int i = 0; i < mActiveWidgets.Count; i++) { if (mActiveWidgets[i]) { mActiveWidgets[i].releaseCallback -= OnWidgetRelease; widgetPool.Release(mActiveWidgets[i].gameObject); } } mActiveWidgets.Clear(); gameObject.SetActive(false); } } }