protected void SaveWindowPosition() { if (popupDialog) { RectTransform rectTransform = popupDialog.GetComponent <RectTransform>(); Vector3 position = rectTransform.position / GameSettings.UI_SCALE; dialogRect.x = position.x / Screen.width + 0.5f; dialogRect.y = position.y / Screen.height + 0.5f; } }
private void ButtonOnFalse() { if (showgui && drewgui) { position = gui.GetComponent <RectTransform>().position; position.x = (position.x + posInitOffset.x) / Screen.width + 0.5f; position.y = (position.y + posInitOffset.y) / Screen.height + 0.5f; Util.Log("Save GUI pos: " + position.ToString()); } showgui = false; gui.Dismiss(); }
/// <summary> /// Called when [application launcher false]. /// </summary> private void OnAppLauncherFalse() { DebugLog(m: "OnAppLauncherFalse()"); if (_dialog == null) { return; } var rt = _dialog.GetComponent <RectTransform>().position; Settings.Instance.PosX = rt.x / GameSettings.UI_SCALE / Screen.width + 0.5f; Settings.Instance.PosY = rt.y / GameSettings.UI_SCALE / Screen.height + 0.5f; _dialog.Dismiss(); _dialog = null; _button.SetFalse(makeCall: false); // this is needed in case the "close" button was clicked instead of the app button. }
private void FixedUpdate() { if (!this.IsRelevant) { if (this.dialog != null) { this.dialog.Dismiss(); this.dialog = null; // But leave isVisible set, as that's the persistent view. } this.toolbarButton.Disable(); return; } this.toolbarButton.Enable(); // Shenanigans! This gets around the apparent fact that you can't tell the toolbar what state to start in. if (!this.toolbarStateMatchedToIsVisible) { this.toolbarButton.toggleButton.Value = this.isVisible; this.toolbarStateMatchedToIsVisible = true; } this.OnFixedUpdate(); if (this.isVisible && this.dialog != null) { Vector3 rt = dialog.GetComponent <RectTransform>().position; this.xPosition = rt.x / GameSettings.UI_SCALE / Screen.width + 0.5f; this.yPosition = rt.y / GameSettings.UI_SCALE / Screen.height + 0.5f; } if (this.isVisible && this.dialog == null) { this.ShowDialog(); } }