private int currentButtonID = -1; //last touched button, for touch mode only public void OnAbilityButton(GameObject butObj, int pointerID = -1) { int ID = GetButtonID(butObj); if (UIMainControl.InTouchMode()) { if (currentButtonID >= 0) { buttonList[currentButtonID].imgHighlight.enabled = false; } if (currentButtonID != ID) { currentButtonID = ID; buttonList[ID].imgHighlight.enabled = true; OnHoverButton(butObj); return; } ClearTouchModeButton(); } string exception = AbilityManagerFaction.SelectAbility(ID); if (exception != "") { UIMessage.DisplayMessage(exception); } buttonList[ID].imgHighlight.enabled = true; }
void Start() { for (int i = 0; i < 8; i++) { if (i == 0) { buttonList[0].Init(); } else if (i > 0) { buttonList.Add(UIButton.Clone(buttonList[0].rootObj, "AbilityButton" + (i + 1))); } if (UIMainControl.InTouchMode()) { buttonList[i].SetCallback(null, null, this.OnAbilityButton, null); } else { buttonList[i].SetCallback(this.OnHoverButton, this.OnExitButton, this.OnAbilityButton, null); } //buttonList[i].SetCallback(this.OnHoverButton, this.OnExitButton, this.OnAbilityButton, null); buttonList[i].rootObj.SetActive(false); } buttonCancel.Init(); buttonCancel.SetCallback(null, null, this.OnCancelButton, null); buttonCancel.SetActive(false); buttonCancel.rectT.SetAsLastSibling(); }
public void _Show() { canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; UIMainControl.FadeIn(canvasGroup, 0.25f); }
// Update is called once per frame void Update() { if (lastHoveredTile != null) { UpdateTooltipPos(); } if (UIMainControl.InTouchMode()) { return; } if (UI.IsCursorOnUI(-1)) { if (tooltipObj.activeInHierarchy) { _SetNewHoveredTile(null); } return; } Tile tile = GridManager.GetHoveredTile(); if (tile != lastHoveredTile) { _SetNewHoveredTile(tile); } }
public void _Hide() { OnCancelButton(null); UIMainControl.FadeOut(canvasGroup, 0.25f); StartCoroutine(DelayHide()); }
public void _Hide() { isOn = false; UIMainControl.FadeOut(canvasGroup, 0.25f, thisObj); butClose.SetActive(false); //StartCoroutine(DelayHide()); }
public void _Hide() { indicator.gameObject.SetActive(false); UIMainControl.FadeOut(canvasGroup, 0.2f, thisObj); //StartCoroutine(DelayHide()); }
public void _Show(Tile tile) { if (tile.unit == null || !tile.IsVisible()) { if (thisObj.activeInHierarchy) { _Hide(); } else { return; } } canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; UpdateDisplay(tile); if (thisObj.activeInHierarchy) { return; } UIMainControl.FadeIn(canvasGroup, 0.2f, thisObj); }
public Vector3 GetScreenPos(Vector3 worldPos) { Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos) * UIMainControl.GetScaleFactor(); screenPos.z = 0; return(screenPos); }
public void OnHoldAbilityButton(GameObject butObj) { if (UIMainControl.InTouchMode() && !tooltipObj.activeSelf) { OnHoverButton(butObj); } }
void NewTextOverlay(TextOverlay overlayInstance) { if (!UIMainControl.EnableTextOverlay()) { return; } Text txt = GetUnusedTextOverlay(); txt.text = overlayInstance.msg; if (overlayInstance.useColor) { txt.color = overlayInstance.color; } else { txt.color = defaultColor; } txt.fontSize = (int)Mathf.Round(defaultFontSize * overlayInstance.scale); txt.transform.localPosition = GetScreenPos(overlayInstance.pos); txt.gameObject.SetActive(true); StartCoroutine(TextOverlayRoutine(overlayInstance.pos, txt)); }
public void _Show() { canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; //rectT.localPosition=new Vector3(0, 0, 0); UIMainControl.FadeIn(canvasGroup, 0.25f); }
public void _OnGameInAction(bool flag) { //if(!flag) Debug.Log("resume control "+UIMainControl.IsPlayerTurn()); //else Debug.Log("lock control "+UIMainControl.IsPlayerTurn()); endTurnButton.button.interactable = !flag& UIMainControl.IsPlayerTurn(); perkButton.button.interactable = !flag& UIMainControl.IsPlayerTurn(); }
public void _Show() { canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; UpdateDisplay(); UIMainControl.FadeIn(canvasGroup, 0.35f, thisObj); }
void Start() { if (!UIMainControl.EnablePerkButton()) { thisObj.SetActive(false); } if (!manuallySetupItem) { List <Perk> perkList = PerkManager.GetPerkList(); for (int i = 0; i < perkList.Count; i++) { if (i == 0) { perkItemList[0].Init(); } else if (i > 0) { perkItemList.Add(UIPerkItem.Clone(perkItemList[0].rootObj, "PerkButton" + (i + 1))); } perkItemList[i].imgIcon.sprite = perkList[i].icon; perkItemList[i].perkID = perkList[i].prefabID; perkItemList[i].selectHighlight.SetActive(i == 0); perkItemList[i].SetCallback(null, null, this.OnPerkItem, null); } UpdateContentRectSize(); } else { for (int i = 0; i < perkItemList.Count; i++) { perkItemList[i].Init(); perkItemList[i].selectHighlight.SetActive(i == 0); perkItemList[i].SetCallback(null, null, this.OnPerkItem, null); } } butPurchase.Init(); if (butClose.rootObj != null) { butClose.Init(); } UpdatePerkItemList(); UpdateDisplay(); if (demoMenu) { thisObj.SetActive(false); } //rectT.localPosition=new Vector3(0, 0, 0); }
public void _OnGameInAction(bool flag) { if (!UIMainControl.IsPlayerTurn()) { return; } for (int i = 0; i < abilityList.Count; i++) { buttonList[i].button.interactable = (abilityList[i].IsAvailable() == "" & !flag); } }
public void _Hide() { if (!showing) { return; } showing = false; UIMainControl.FadeOut(canvasGroup, 0.25f); StartCoroutine(DelayHide()); }
public void _Show() { UpdatePerkItemList(); UpdateDisplay(); isOn = true; butClose.SetActive(true); rectT.localPosition = Vector3.zero; UIMainControl.FadeIn(canvasGroup, 0.25f, thisObj); }
public void _Show(Unit unit) { canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; UpdateDisplay(unit); buttonClose.SetActive(true); rectT.localPosition = new Vector3(0, 0, 0); UIMainControl.FadeIn(canvasGroup, 0.25f, thisObj); }
public void OnEndTurnButton() { if (!TurnControl.ClearToProceed()) { return; } OnGameInAction(true); endTurnButton.imgHighlight.gameObject.SetActive(false); //GameControl.EndTurn(); UIMainControl.EndTurn(); }
public void _Show() { if (showing) { return; } showing = true; canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; UIMainControl.FadeIn(canvasGroup, 0.25f); }
public void _Show() { canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; //UpdateDisplay(tile); // buttonInfo.SetActive(true); if (thisObj.activeInHierarchy) { return; } UIMainControl.FadeIn(canvasGroup, 0.2f, thisObj); }
IEnumerator DisplayItemRoutine(UIMsgItem item) { item.rectT.SetAsFirstSibling(); UIMainControl.FadeIn(item.canvasG, 0.1f, item.rootObj); StartCoroutine(ScaleRectTRoutine(item.rectT, .1f, scale, scaleZoomed)); yield return(StartCoroutine(UIMainControl.WaitForRealSeconds(.1f))); //yield return new WaitForSeconds(0.1f); StartCoroutine(ScaleRectTRoutine(item.rectT, .25f, scaleZoomed, scale)); yield return(StartCoroutine(UIMainControl.WaitForRealSeconds(.8f))); //yield return new WaitForSeconds(0.8f); UIMainControl.FadeOut(item.canvasG, 1.0f, item.rootObj); }
public void _Show(int winningFactionID) { canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; if (FactionManager.IsPlayerFaction(winningFactionID)) { lbStatus.text = "Victory!!"; } else { if (!UIMainControl.ShowContinueButtonWhenLost() && continueButton != null) { continueButton.SetActive(false); } } UIMainControl.FadeIn(canvasGroup, 0.25f); }
private int currentButtonID = -1; //last touched button, for touch mode only public void OnAbilityButton(GameObject butObj, int pointerID = -1) { int ID = GetButtonID(butObj); if (UIMainControl.InTouchMode()) { if (currentButtonID >= 0) { buttonList[currentButtonID].imgHighlight.enabled = false; } currentButtonID = ID; buttonList[ID].imgHighlight.enabled = true; } else { string exception = GameControl.GetSelectedUnit().SelectAbility(ID); if (exception != "") { UIMessage.DisplayMessage(exception); } } }
// Update is called once per frame void LateUpdate() { if (unit == null) { if (gameObject.activeInHierarchy) { gameObject.SetActive(false); } return; } Vector3 screenPos = Camera.main.WorldToScreenPoint(unit.thisT.position); screenPos.z = 0; rectT.localPosition = (screenPos + new Vector3(0, posOffset)) * UIMainControl.GetScaleFactor(); sliderHP.value = unit.GetHPRatio(); sliderAP.value = unit.GetAPRatio(); textHP.text = unit.HP + " / " + unit.GetFullHP(); textAP.text = unit.AP + " / " + unit.GetFullAP(); canvasGroup.alpha = (unit.thisObj.layer == TBTK.GetLayerUnitInvisible() ? 0 : 1); //_CoverType{None, Half, Full} if ((int)unit.coverStatus != currentCoverStatus) { currentCoverStatus = (int)unit.coverStatus; if (currentCoverStatus == 1) { imgCoverIcon.sprite = spriteHalfCover; } if (currentCoverStatus == 2) { imgCoverIcon.sprite = spriteFullCover; } imgCoverIcon.enabled = !(currentCoverStatus == 0); } }
public void OnReleaseAbilityButton(GameObject butObj, int pointId = -1) { if (UIMainControl.InTouchMode()) { if (tooltipObj.activeSelf) { OnExitButton(null); if (currentButtonID >= 0) { buttonList[currentButtonID].imgHighlight.enabled = false; } currentButtonID = -1; } else { int ID = GetButtonID(butObj); if (currentButtonID == ID) // this check is BS because the buttons seem to capture focus, but leave it in since it doesn't break anything HACK { string exception = GameControl.GetSelectedUnit().SelectAbility(ID); if (exception != "") { UIMessage.DisplayMessage(exception); buttonList[currentButtonID].imgHighlight.enabled = false; } else { bool isInTargetMode = GameControl.GetSelectedUnit().abilityList[ID].requireTargetSelection; if (!isInTargetMode) { buttonList[currentButtonID].imgHighlight.enabled = false; currentButtonID = -1; } } } } } }
void UpdateTooltipPos() { Vector3 screenPos = Camera.main.WorldToScreenPoint(lastHoveredTile.GetPos()); tooltipRectT.localPosition = (screenPos + new Vector3(offset.x, offset.y + verticalOffset, 0)) * UIMainControl.GetScaleFactor(); }
public void _Hide() { UIMainControl.FadeOut(canvasGroup, 0.2f, thisObj); //StartCoroutine(DelayHide()); }
void Awake() { instance = this; }