/// <summary>
 /// Hides the objective UI. Will handle re-firings without issue.
 /// </summary>
 public void Hide()
 {
     if (_currentState == InternalShowState.Hidden ||
         _currentState == InternalShowState.Hiding)
         return;
     _currentState = InternalShowState.Hiding;
     StartCoroutine("InternalHide");
 }
    // public methods

    /// <summary>
    /// Shows the objective UI. Will handle re-firings without issue.
    /// </summary>
    public void Show()
    {
        // prevent re-firings
        if (_currentState == InternalShowState.Shown ||
            _currentState == InternalShowState.Showing)
            return;
        _currentState = InternalShowState.Showing;
        StartCoroutine("InternalShow");
    }
Exemplo n.º 3
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    // public methods

    public void Show()
    {
        if (_currentState == InternalShowState.Shown ||
            _currentState == InternalShowState.Showing)
        {
            return;
        }
        _currentState = InternalShowState.Showing;
        StartCoroutine("InternalShow");
    }
 /// <summary>
 /// Controls the hide animation of the objective UI.
 /// </summary>
 IEnumerator InternalHide()
 {
     while (PercentShown > 0)
     {
         yield return new WaitForEndOfFrame();
         // if Show was called during the show animation, cancel this animation
         if (_currentState != InternalShowState.Hiding)
             yield break;
         PercentShown -= PercentDelta(m_hideTime);
     }
     _currentState = InternalShowState.Hidden;
 }
    // internal coroutines

    /// <summary>
    /// Controls the show animation of the objective UI.
    /// </summary>
    IEnumerator InternalShow()
    {
        while (PercentShown < 1)
        {
            yield return new WaitForEndOfFrame();
            // if Hide was called during the show animation, cancel this animation
            if (_currentState != InternalShowState.Showing)
                yield break;
            PercentShown += PercentDelta(m_showTime);
        }
        _currentState = InternalShowState.Shown;
    }
Exemplo n.º 6
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    IEnumerator InternalHide()
    {
        while (PercentShown > 0)
        {
            yield return(new WaitForEndOfFrame());

            if (_currentState != InternalShowState.Hiding)
            {
                yield break;
            }
            PercentShown -= PercentDelta(m_hideTime);
        }
        _currentState = InternalShowState.Hidden;
    }
Exemplo n.º 7
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    // internal coroutines

    IEnumerator InternalShow()
    {
        while (PercentShown < 1)
        {
            yield return(new WaitForEndOfFrame());

            if (_currentState != InternalShowState.Showing)
            {
                yield break;
            }
            PercentShown += PercentDelta(m_showTime);
        }
        _currentState = InternalShowState.Shown;
    }
 void Awake()
 {
     _objectiveImage = gameObject.GetComponent<Image>();
     _objectiveImage.material.SetFloat("_FlashAmount", 0.5f);
     // init default state
     switch (m_defaultState)
     {
         case ShowState.Show:
             PercentShown = 1;
             _currentState = InternalShowState.Shown;
             break;
         case ShowState.Hide:
             PercentShown = 0;
             _currentState = InternalShowState.Hidden;
             break;
     }
 }