public static SetEnabled ( bool enable ) : void | ||
enable | bool |
/// true = enable /// false = disable /// |
return | void |
public IEnumerator UpdateXZ(Platform platform) { EasyTouch.SetEnabled(false); var isRotated = layer.isRotated; var rotated = isRotated ? -1 : 1; angleForXZRotation = MathAngle.To360Degree(platform.defaultAngleInLayer); angleForXZRotation = isRotated ? 360 - angleForXZRotation : angleForXZRotation; angleForXZRotation *= Mathf.Deg2Rad; var firstX = CurrentAngleX; var firstZ = CurrentAngleZ; var factorX = (float)-Math.Sin(angleForXZRotation) * rotated; var factorZ = (float)Math.Cos(angleForXZRotation) * rotated; while (true) { var speed = speedXZRotation; var angleX = speed * factorX; var angleZ = speed * factorZ; if (XZisRight(firstX, firstZ)) { SetPerfectRotation(); rotateController.ReshuffleAfterXZRotation(platform); layer.isRotated = !layer.isRotated; EasyTouch.SetEnabled(true); yield break; } layerTransform.Rotate(angleX, 0, 0, Space.Self); layerTransform.Rotate(0, 0, angleZ, Space.Self); yield return(new WaitForFixedUpdate()); } }
public IEnumerator StabilizeY() { EasyTouch.SetEnabled(false); FindNearestAngleY(); while (true) { var condition = MathAngle.FirstAngleBiggerThenSecond(CurrentAngleY, rightAngleY - 1) && MathAngle.FirstAngleBiggerThenSecond(rightAngleY + 1, CurrentAngleY); if (condition) { layerTransform.eulerAngles = new Vector3(CurrentAngleX, rightAngleY, CurrentAngleZ); rotateController.ReshuffleAfterYRotation(prevY, rightAngleY, AngleBetweenPlatforms); prevY = rightAngleY; EasyTouch.SetEnabled(true); yield break; } var angle = GetAngleForYRotation(); layerTransform.Rotate(0, angle, 0); yield return(new WaitForFixedUpdate()); } }
public async void ReturnEnemy(ReturnEnemySignal signal) { EasyTouch.SetEnabled(false); var enemy = signal.platform.enemies[0]; var success = LocateReturnedEnemy(enemy); if (!success) { signalBus.Fire <CancelOperationSignal>(); } else { signalBus.Fire(new DecreaseMoneySignal { amount = signal.platform.Price }); MakeStepAnimation(new List <Enemy>() { enemy }, speedForSimpleMove); CheckForTrigger(new List <Enemy>() { enemy }); await AfterMovementOperations(); } EasyTouch.SetEnabled(true); }
public override void OnEnter() { EasyTouch.SetEnabled(mEnable.Value); if (!everyFrame) { Finish(); } }
protected override void setEnable(bool value) { base.setEnable(value); if (this.m_inputDispatcherGameObject != null) { if (value) { ResetEasyTouchCameras(); } EasyTouch.SetEnabled(value); this.m_inputDispatcherGameObject.SetActive(value); this.m_easyTouchComponent.enable = value; } }
public async void NextTurn() { EasyTouch.SetEnabled(false); await MoveExistEnemies(); await AfterMovementOperations(); if (gameEnded) { return; } var newEnemies = CreateEnemies(); await MoveNewEnemies(newEnemies); await AfterMovementOperations(); EasyTouch.SetEnabled(true); }
public override void OnEnter() { EasyTouch.SetEnabled(enable.Value); Finish(); }
public override void OnUpdate() { EasyTouch.SetEnabled(mEnable.Value); }
public void EndGame() { EasyTouch.SetEnabled(true); endScreen.SetActive(true); }
public void setEnabled(bool b) { EasyTouch.SetEnabled(b); }
public static void SetEnabled(bool v) { EasyTouch.SetEnabled(v); }
/// <summary> /// 设置触摸是否可用 /// </summary> /// <param name="b"></param> public static void SetTouchActive(bool b) { EasyTouch.SetEnabled(b); }