/// <summary>
 /// Instantiates the character create menu
 /// </summary>
 /// <param name="prefabToInstantiate"></param>
 public void InstantiatePrefabAsChangedMenu(MenuPrefabs prefabToInstantiate)
 {
     characterCreateMenu = prefabs[(int)prefabToInstantiate];
     parentCursor        = menuHandler.GetCursor();
     menuHandler.ToggleCursor(false);
     characterCreateMenu = Instantiate(characterCreateMenu) as GameObject;
     characterCreateMenu.transform.SetParent(GameObject.Find("MainMenu").transform);
     priorMenu = menuHandler.GetActiveMenu();
     priorMenu.SetActive(false);
     menuHandler.AddMenuAsChild(characterCreateMenu);
     menuHandler.SetMenuObject(characterCreateMenu);
     menuHandler.GetActiveMenu().SetActive(true);
 }
Exemplo n.º 2
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 public void InstantiateStatusBoxPrefabWithNoMenuLink(MenuPrefabs prefabToInstantiate)
 {
     prefab       = prefabs[(int)prefabToInstantiate];
     parentCursor = menuHandler.GetActiveMenu().transform.Find("Cursor").gameObject;
     menuHandler.SetCursor(parentCursor);
     menuHandler.ToggleCursor(false);
     prefab = Instantiate(prefab) as GameObject;
     menuHandler.AddMenuAsChild(prefab);
     statusTextObj = prefab.GetComponentInChildren <Text>();
     if (prefab.name == "StatusBox(Clone)")
     {
         statusBoxOpened = true;
     }
     menuHandler.SetMenuObject(prefab);
 }
Exemplo n.º 3
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    /// <summary>
    /// Instantiates a prefab and sets it active, goes to the specified menulink when OK is pushed
    /// </summary>
    /// <param name="menuLink"></param>
    /// <param name="prefab"></param>
    public void InstantiatePrefab(Menus menuLink, MenuPrefabs prefabToInstantiate)
    {
        prefab        = prefabs[(int)prefabToInstantiate];
        statusBoxLink = menus[(int)menuLink];
        parentCursor  = menuHandler.GetCursor();
        menuHandler.ToggleCursor(false);
        prefab = Instantiate(prefab) as GameObject;
        menuHandler.AddMenuAsChild(prefab);
        statusTextObj = prefab.GetComponentInChildren <Text>();

        if (prefab.name == "StatusBox(Clone)")
        {
            statusBoxOpened = true;
        }
        menuHandler.SetMenuObject(prefab);
    }
Exemplo n.º 4
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 /// <summary>
 /// Instantiates a generic menu prefab and sets it active using menuprefab enum. Instantly sets it ready to close, so
 /// used best for a quick message that shouldn't rely on other events to occur after it.
 /// DON'T use this for specific menu cases like charcreate.
 /// </summary>
 /// <param name="characterMenu"></param>
 /// <param name="prefab"></param>
 public void InstantiatePrefab(MenuPrefabs prefabToInstantiate)
 {
     if (prefabToInstantiate == MenuPrefabs.ModalStatusBox)
     {
         modalBoxOpened = true;
     }
     if (prefabToInstantiate == MenuPrefabs.StatusBox)
     {
         statusBoxOpened = true;
     }
     prefab = prefabs[(int)prefabToInstantiate];
     menuHandler.ToggleCursor(false);
     prefab = Instantiate(prefab) as GameObject;
     menuHandler.AddMenuAsChild(prefab);
     parentCursor = menuHandler.GetCursor();
     menuHandler.SetMenuObject(prefab);
 }
Exemplo n.º 5
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 /// <summary>
 /// Instantiates a generic statusbox prefab with custom message that is instantly ready to close, used mainly in character create screen
 /// </summary>
 /// <param name="prefabToInstantiate"></param>
 /// <param name="statusText"></param>
 public void InstantiatePrefab(MenuPrefabs prefabToInstantiate, string statusText)
 {
     if (prefabToInstantiate == MenuPrefabs.ModalStatusBox)
     {
         modalBoxOpened = true;
     }
     if (prefabToInstantiate == MenuPrefabs.StatusBox)
     {
         statusBoxOpened = true;
         StatusBoxHandler.readyToClose = true;
     }
     prefab       = prefabs[(int)prefabToInstantiate];
     parentCursor = menuHandler.GetCursor();
     menuHandler.ToggleCursor(false);
     prefab = Instantiate(prefab) as GameObject;
     menuHandler.AddMenuAsChild(prefab);
     menuHandler.SetMenuObject(prefab);
     prefab.transform.Find("StatusText").GetComponentInChildren <Text>().text = statusText;
 }