/// <summary>
        /// OnPointerUp.
        /// </summary>
        void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
        {
            mPointerEventDataPress = null;

            if (mOnEventPointerUp != null)
            {
                mOnEventPointerUp.Invoke(eventData);
            }

            if (mPressAnimationType == EAnimationType.Scale)
            {
                MyCoroutiner.Stop(DO_PRESS_SCALE_DOWN_ANIMATION + mId);
                MyCoroutiner.Start(DO_PRESS_SCALE_UP_ANIMATION + mId, _DoPressScaleUpAnimation(() =>
                {
                    mIsPressAnimationScaleCompleted = true;
                    if (mClickAnimationType == EAnimationType.None)
                    {
                        if (mOnEventPointerClick != null && mPointerEventDataClick != null)
                        {
                            mPointerEventDataClick.pointerPress = gameObject;
                            mOnEventPointerClick.Invoke(mPointerEventDataClick);
                            mPointerEventDataClick = null;
                        }
                    }
                }));
            }
        }
Exemplo n.º 2
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        /// <summary>
        /// Hide simple loading indicator by loading id.
        /// </summary>
        /// <param name="minLiveTime">minimum seconds have to show before hiding</param>
        public void HideSimple(int loadingID, float minLiveTime = 0)
        {
            if (mGameObject != null)
            {
                if (!mListSimpleID.Contains(loadingID))
                {
                    return;
                }

                string coroutineKey = typeof(MyUGUILoadingIndicator).Name + "_HideSimple" + loadingID;
                MyCoroutiner.Stop(coroutineKey);

                if (minLiveTime > 0)
                {
                    float displayedTime = Time.time - mStartingTime;
                    if (displayedTime < minLiveTime)
                    {
                        float delayTime = minLiveTime - displayedTime;
                        MyCoroutiner.Start(coroutineKey, _DoHideSimple(loadingID, delayTime));
                        return;
                    }
                }

                mListSimpleID.Remove(loadingID);
                mListSimpleID.ToString();
                if (mListSimpleID.Count == 0)
                {
                    _Hide();
                }
            }
        }
        /// <summary>
        /// Turn on fading.
        /// </summary>
        public void TurnOnFading()
        {
            string key = typeof(MyUGUISceneFading).Name + "_HandleFading";

            MyCoroutiner.Stop(key);
            MyCoroutiner.Start(key, _DoFading());
        }
Exemplo n.º 4
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        /// <summary>
        /// Hide loading indicator.
        /// </summary>
        /// <param name="minLiveTime">minimum seconds have to show before hiding</param>
        public void Hide(float minLiveTime = 0)
        {
            if (mGameObject != null)
            {
                if (minLiveTime > 0)
                {
                    float displayedTime = Time.time - mStartingTime;
                    if (displayedTime < minLiveTime)
                    {
                        float  delayTime    = minLiveTime - displayedTime;
                        string coroutineKey = typeof(MyUGUILoadingIndicator).Name + "_Hide";
                        MyCoroutiner.Stop(coroutineKey);
                        MyCoroutiner.Start(coroutineKey, _DoHide(delayTime));
                        return;
                    }
                }

                _Hide();
            }
        }