Inheritance: MonoBehaviour
Exemplo n.º 1
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 public void Start()
 {
     if (singleton == null)
     {
         singleton = this;
     }
 }
Exemplo n.º 2
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        /// <summary>
        /// Prompts players to select one the players.
        /// </summary>
        /// <param name="players">The available options.</param>
        /// <param name="title">The title for the dialog.</param>
        /// <returns>Index value of the selected player.</returns>
        public int PromptPlayerSelection(Player[] players, string title)
        {
            int        value;
            string     helpText;
            UIPosition position;
            UIDialog   dialog;

            position = new UIPosition(0, 1);

            helpText = "Use A, D or ArrowLeft and ArrowRight to select one " +
                       "of the buttons bellow and then press Enter.";

            dialog = new UIDialog("userSelection", position, title,
                                  helpText, players[0].Name, players[1].Name);

            Screen.Add(dialog, UITitleRef.BottomLeft);

            dialog.Display();

            value = dialog.GetSelected();

            Screen.Remove();

            return(value);
        }
Exemplo n.º 3
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    void updateTurnSummary()
    {
        UIDialog turnDialog = turnDialogObj.GetComponent <UIDialog>();

        turnDialog.title.text   = string.Format("Year: {0:N0} | Week: {1:N0}", (turn / turnsInYear) + 1, turn % turnsInYear);
        turnDialog.buttonLister = new TurnSummary(cash, causalityBreaches);
    }
Exemplo n.º 4
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    public void AddDialog(UIDialog dialog)
    {
        _dialogStack.Add(dialog);

        if (_dialogStack.Count == 1)
            sendActiveDialogChangeNotif();
    }
Exemplo n.º 5
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        /// <summary>
        /// Consstructs a new UIProgressBar instance.
        /// </summary>
        /// <param name="Screen">A UIScreen instance.</param>
        /// <param name="Width">The width of this UIProgressBar instance.</param>
        /// <param name="Parent">A UIElement that acts as a parent (optional).</param>
        public UIStatusBar(UIScreen Screen, Vector2 ProgressBarPosition, int Width, UIElement Parent = null) :
            base(Screen, Parent)
        {
            m_Font             = m_Screen.Font9px;
            m_CSTCurrentStatus = StringManager.StrTable(210);

            if (Parent != null)
            {
                //Would a text edit ever be attached to anything but a UIDialog instance? Probably not.
                UIDialog Dialog = (UIDialog)Parent;
                Dialog.OnDragged += Dialog_OnDragged;
            }

            m_ProgressBarBack = new UIImage(FileManager.Instance.GetTexture((ulong)FileIDs.UIFileIDs.dialog_progressbarback),
                                            new Vector2(0, 0), Screen, null, 0.800f);
            m_ProgressBarFront = new UIImage(FileManager.Instance.GetTexture((ulong)FileIDs.UIFileIDs.dialog_progressbarfront),
                                             new Vector2(0, 0), Screen, null, 0.800f);

            string InitialValue = m_ProgressInPercentage.ToString() + " %";

            m_LblCurrentStatus = new UILabel(m_CSTCurrentStatus[4], 1, Position + new Vector2(Width / 2, 0),
                                             m_Font.MeasureString(InitialValue), Color.Wheat, 9, m_Screen);

            Position = ProgressBarPosition;

            m_Size.X = Width;
            m_Size.Y = m_ProgressBarBack.Texture.Height;
        }
 internal void SetCurrentDialog(UIDialog dlg)
 {
     if (this.CurrentDialog != null && this.CurrentDialog != dlg)
     {
         this.CurrentDialog.Close();
     }
     this.CurrentDialog = dlg;
 }
Exemplo n.º 7
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    public void PushDialogImmediately(UIDialog dialog, params object[] paras)
    {
        DialogParameter parameter    = new DialogParameter(dialog, paras);
        UIDialogBase    activeDialog = LoadScene(parameter.dialog);

        openedList.Add(activeDialog);
        activeDialog.transform.SetAsLastSibling();
        activeDialog.OnSceneActivated(parameter.paras);
    }
Exemplo n.º 8
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    private void sendActiveDialogChangeNotif()
    {
        UIDialog activeDialog = this.ActiveDialog;

        for (int i = 0; i < _activeDialogChangedCallbacks.Count; ++i)
        {
            _activeDialogChangedCallbacks[i](activeDialog);
        }
    }
Exemplo n.º 9
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    public void AddDialog(UIDialog dialog)
    {
        _dialogStack.Add(dialog);

        if (_dialogStack.Count == 1)
        {
            sendActiveDialogChangeNotif();
        }
    }
Exemplo n.º 10
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 public void CloseUI()
 {
     if (mCurrentDialog)
     {
         mCurrentDialog.gameObject.SetActive(false);
         mCurrentDialog = null;
     }
     mDialogs.Clear();
 }
Exemplo n.º 11
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        /// <summary>
        /// A UIDialog can call this to add itself as a parent to
        /// this UIElement. This UIElement will then subscribe to
        /// the dialog's OnDragged event.
        /// </summary>
        /// <param name="Parent">The parent to add (should be a UIDialog).</param>
        public void AddParent(UIElement Parent)
        {
            m_Parent    = Parent;
            DrawOrder   = Parent.DrawOrder;
            m_Position += Parent.m_Position;
            UIDialog Dialog = (UIDialog)Parent;

            Dialog.OnDragged += Dialog_OnDragged;
        }
Exemplo n.º 12
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 public void RemoveDialog(UIDialog dialog)
 {
     if (_dialogStack.Count > 0)
     {
         bool change = _dialogStack[0] == dialog;
         _dialogStack.Remove(dialog);
         if (change)
             sendActiveDialogChangeNotif();
     }
 }
Exemplo n.º 13
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 public void PushPool(UIDialog dia)
 {
     if (pools.ContainsKey(dia.Name))
     {
         return;
     }
     else
     {
         pools.Add(dia.Name, dia);
     }
 }
Exemplo n.º 14
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 void Start()
 {
     PlayerPrefs.SetInt("Position", 0);
     index = 1;
     UIDialog.SetActive(true);
     WajahDukun();
     tuturan = "Kamu sakti sekali nak";
     jeneng  = "Ki Demanggung";
     StartCoroutine(ShowText());
     nxtbtn.SetActive(true);
 }
Exemplo n.º 15
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 public void PopPool(UIDialog dia)
 {
     if (pools.ContainsKey(dia.Name))
     {
         pools.Remove(dia.Name);
     }
     else
     {
         return;
     }
 }
Exemplo n.º 16
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 public void RemoveDialog(UIDialog dialog)
 {
     if (_dialogStack.Count > 0)
     {
         bool change = _dialogStack[0] == dialog;
         _dialogStack.Remove(dialog);
         if (change)
         {
             sendActiveDialogChangeNotif();
         }
     }
 }
Exemplo n.º 17
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    public Field(GameObject dialogObj, Tilemap tilemap, Vector3Int pos, Farm farm)
    {
        this.dialog             = dialogObj.GetComponent <UIDialog>();
        this.tilemap            = tilemap;
        this.pos                = pos;
        this.Charge             = farm.Charge;
        this.farmHarvestedCrops = farm.harvestedCrops;

        SpriteAtlas atlas = Resources.Load <SpriteAtlas>("game-sprites");

        sprites.Add("empty_field", atlas.GetSprite("empty_field"));
    }
Exemplo n.º 18
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    UIDialogBase FindInCache(UIDialog key)
    {
        foreach (UIDialogBase dialog in cacheList)
        {
            if (dialog.dialog == key)
            {
                cacheList.Remove(dialog);
                return(dialog);
            }
        }

        return(null);
    }
Exemplo n.º 19
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 private void activeDialogChanged(UIDialog activeDialog)
 {
     if (activeDialog == this)
     {
         _timedCallbacks.RemoveCallbacksForOwner(this);
         _timedCallbacks.AddCallback(this, beginAcceptingInput, BEGIN_ACCEPTING_INPUT_DELAY);
     }
     else
     {
         _timedCallbacks.RemoveCallbacksForOwner(this);
         _handler.AcceptingInput = false;
     }
 }
Exemplo n.º 20
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 private void activeDialogChanged(UIDialog activeDialog)
 {
     if (activeDialog == this)
     {
         _timedCallbacks.RemoveCallbacksForOwner(this);
         _timedCallbacks.AddCallback(this, beginAcceptingInput, BEGIN_ACCEPTING_INPUT_DELAY);
     }
     else
     {
         _timedCallbacks.RemoveCallbacksForOwner(this);
         _handler.AcceptingInput = false;
     }
 }
Exemplo n.º 21
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        public void CloseCurrentDialog()
        {
            //m_currentDialog.GetComponent<UIDialog>().PanelClose();

            m_currentDialog.gameObject.SetActive(false);
            m_currentDialog = null;
            if (m_dialogs.Count != 0)
            {
                GameObject uiDialog = m_dialogs.Pop();
                uiDialog.SetActive(true);
                m_currentDialog = uiDialog.GetComponent <UIDialog>();
            }
        }
Exemplo n.º 22
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        public T ShowDialog <T>(Dictionary <string, object> varList = null) where T : UIDialog
        {
            if (m_currentDialog != null)
            {
                m_currentDialog.gameObject.SetActive(false);
                m_currentDialog = null;
            }

            string     name = typeof(T).ToString();
            GameObject uiObject;

            Transform dialogTran = m_panel.transform.Find(name);

            if (!dialogTran)
            {
                string perfbName = "UI/Dialog/" + typeof(T).ToString();
                Debug.Log(perfbName);
                GameObject perfb = null;
                if (perfb == null)
                {
                    Debug.Log("UIDialog Can`t Find Perfab");
                }
                uiObject      = GameObject.Instantiate(perfb);
                uiObject.name = name;
                T t = uiObject.AddComponent <T>();
                uiObject.transform.SetParent(m_dialog.transform);

                //t.PanelInit();
            }
            else
            {
                uiObject = dialogTran.gameObject;
            }

            if (uiObject)
            {
                T panel = uiObject.GetComponent <T>();
                //panel.PanelOpen();
                if (varList != null)
                {
                    panel.m_userData = varList;
                }

                m_currentDialog = panel;

                m_dialogs.Push(uiObject);

                uiObject.SetActive(true);
            }
            return(uiObject.GetComponent <T>());
        }
Exemplo n.º 23
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 void Update()
 {
     if (Application.platform == RuntimePlatform.Android)
     {
         UIDialog activeDialog = GetActiveDialog().GetComponent <UIDialog>();
         if (activeDialog && activeDialog.bResponseBackButton)
         {
             if (Input.GetKeyUp(KeyCode.Escape))
             {
                 activeDialog.ShowOut();
             }
         }
     }
 }
Exemplo n.º 24
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    public void CloseUI(UIPanelBase uiPanel)
    {
        if (uiPanel.GetType().IsSubclassOf(typeof(UIWindow)))
        {
            UIWindow tempWnd = windowsStack.Peek();
            Debug.Log(tempWnd.name);
            if (!(uiPanel as UIWindow).isMain && tempWnd == uiPanel)
            {
                tempWnd = windowsStack.Pop();
                tempWnd.OnDispose();
                Destroy(tempWnd.gameObject);

                tempWnd = windowsStack.Peek();
                tempWnd.gameObject.SetActive(true);
                tempWnd.OnShow();
            }
            else
            {
                Debug.LogError("要关闭的界面不是栈顶元素或是栈底元素");
            }
        }
        else if (uiPanel.GetType().IsSubclassOf(typeof(UIDialog)))
        {
            UIDialog tempDlg = dialogsStack.Peek();

            Debug.Log(tempDlg.gameObject.name + "  " + uiPanel.gameObject.name);

            if (tempDlg == uiPanel)
            {
                tempDlg = dialogsStack.Pop();
                tempDlg.OnDispose();
                Destroy(tempDlg.gameObject);

                if (dialogsStack.Count > 0)
                {
                    tempDlg = dialogsStack.Peek();
                    tempDlg.OnShow();
                }
            }
            else
            {
                Debug.LogError("要关闭的界面不是栈顶元素");
            }
        }
        else
        {
            Debug.LogError("关闭的UI類型有問題,請檢測類型");
        }
    }
Exemplo n.º 25
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        private void personalMode()
        {
            gameSystem.currentGameMode = GameMode.personal;

            uiSelectModeWindow.Visible = false;

            var dialog = new UIDialog(gameSystem, "message", "developing");

            dialog.okButtonClicked = () =>
            {
                uiSelectModeWindow.Visible = true;
                dialog.Close();
            };

            dialog.Show(uiSelectModeWindow);
        }
Exemplo n.º 26
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        public void ShowUI <T> (bool bPushHistory = true, Dictionary <string, object> varList = null) where T : UIDialog
        {
            if (mCurrentDialog != null)
            {
                mCurrentDialog.gameObject.SetActive(false);
                mCurrentDialog = null;
            }

            string     name = typeof(T).ToString();
            GameObject uiObject;

            if (!mAllUIs.TryGetValue(name, out uiObject))
            {
                string perfbName = "UI/Dialog/" + typeof(T).ToString();
                Debug.Log(perfbName);
                GameObject perfb = AssetsManager.LoadPrefabs <GameObject> (perfbName);
                uiObject      = GameObject.Instantiate(perfb);
                uiObject.name = name;
                uiObject.AddComponent <T> ();
                uiObject.transform.SetParent(mDialog.transform);

                mAllUIs.Add(name, uiObject);
            }
            else
            {
                uiObject.SetActive(true);
            }

            if (uiObject)
            {
                T panel = uiObject.GetComponent <T> ();
                if (varList != null)
                {
                    panel.mUserData = varList;
                }

                mCurrentDialog = panel;

                uiObject.SetActive(true);

                if (bPushHistory)
                {
                    mDialogs.Enqueue(panel);
                }
            }
        }
Exemplo n.º 27
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    public T OpenUI <T>() where T : UIPanelBase
    {
        System.Type type = typeof(T);

        GameObject prefab = ResourcesMgr.Instance.LoadUIPrefab(type.ToString());

        if (type.IsSubclassOf(typeof(UIWindow)))
        {
            GameObject go  = Instantiate(prefab, Vector3.zero, Quaternion.identity, wndParent);
            UIWindow   wnd = go.GetComponent <UIWindow>();
            wnd.OnCreate();
            //创建新的主界面时,删除所有界面
            if (wnd.isMain)
            {
                while (windowsStack.Count > 0)
                {
                    UIWindow temp = windowsStack.Pop();
                    temp.OnDispose();
                    Destroy(temp.gameObject);
                }
            }
            else if (windowsStack.Count > 0)
            {
                UIWindow temp = windowsStack.Peek();
                temp.OnHide();
                temp.gameObject.SetActive(false);
            }
            wnd.OnShow();
            windowsStack.Push(wnd);
            return(wnd as T);
        }
        else if (type.IsSubclassOf(typeof(UIDialog)))
        {
            GameObject go  = Instantiate(prefab, Vector3.zero, Quaternion.identity, dlgParent);
            UIDialog   dlg = go.GetComponent <UIDialog>();
            dlg.OnCreate();
            dlg.OnShow();
            dialogsStack.Push(dlg);
            return(dlg as T);
        }
        else
        {
            Debug.LogError("打開的UI類型有問題,請檢測類型");
            return(null);
        }
    }
Exemplo n.º 28
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    private void talk()
    {
        if (!__dialog_ongoing)
        {
            __dialog_ongoing = true;
            GameObject ui_go = Instantiate(dialogUI);
            __loaded_dialog_ui  = ui_go.GetComponent <UIDialog>();
            __curr_dialog_index = 0;
            __talk_bubble.setIsTalking(true);
            if (!!__animator)
            {
                __animator.SetBool(__animator_talk_parm, true);
            }
        }

        if (__loaded_dialog_ui == null)
        {
            return;
        }

        if (!__loaded_dialog_ui.message_is_displayed() &&
            __loaded_dialog_ui.has_a_message_to_display())
        {
            __loaded_dialog_ui.force_display();
        }
        else
        {
            if (__loaded_dialog_ui.overflows)
            {
                __loaded_dialog_ui.display(npc_name, __loaded_dialog_ui.overflowing_text);
            }
            else
            {
                if (__curr_dialog_index >= __dialog.Length)
                {
                    end_dialog();
                    return;
                }

                __loaded_dialog_ui.display(npc_name, __dialog[__curr_dialog_index]);
                playVoice();
                __curr_dialog_index++;
            }
        }
    }
Exemplo n.º 29
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    GameObject InitDialog(string name, IButtonLister buttonLister, bool startHidden)
    {
        GameObject dialogObj = GameObject.Find("/" + name);

        if (dialogObj == null)
        {
            Debug.LogError("missing dialog: " + name);
            return(null);
        }
        print(dialogObj.name + ": " + dialogObj.activeSelf);
        UIDialog dialog = dialogObj.GetComponent <UIDialog>();

        if (buttonLister != null && buttonLister.Buttons != null)
        {
            dialog.buttonLister = buttonLister;
        }
        if (startHidden)
        {
            dialog.HidePanel();
        }
        return(dialogObj);
    }
Exemplo n.º 30
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    public UIDialogBase LoadScene(UIDialog key)
    {
        UIDialogBase dialog = FindInCache(key);

        if (dialog == null)
        {
            string     strPrefabeName     = Utils.GetEnumDes(key);
            GameObject newSceneGameObject = Resources.Load(strPrefabeName) as GameObject;

            if (newSceneGameObject != null)
            {
                newSceneGameObject = UIUtils.AddChild(this.gameObject, newSceneGameObject);
                if (newSceneGameObject.activeSelf == true)
                {
                    Debug.Log("newSceneGameObject activity true:" + newSceneGameObject.name);
                }
                else
                {
                    Debug.Log("newSceneGameObject activity false:" + newSceneGameObject.name);
                }
                if (newSceneGameObject != null)
                {
                    dialog = newSceneGameObject.GetComponent <UIDialogBase>();
                    dialog.InitializeScene();
                }
                else
                {
                    Debug.LogWarning("UISystem::LoadDialog() Failed to add new scene to parent UISystem with name: " + key);
                }
            }
            else
            {
                Debug.LogWarning("UISystem::LoadDialog() Failed to load new scene with name: " + key);
            }
        }

        return(dialog);
    }
        ////////////////

        internal void Update()
        {
            if (this.CurrentDialog == null)
            {
                return;
            }

            if (Main.InGameUI.CurrentState != this.CurrentDialog)
            {
                this.CurrentDialog.Close();
            }

            if (!this.CurrentDialog.IsOpen)
            {
                if (this.ForcedModalDialog)
                {
                    this.CurrentDialog.Open();
                }
                else
                {
                    this.CurrentDialog = null;
                }
            }
        }
    public void Initialize(Action <bool> initializationCallback = null)
    {
        GameEventsManager.EndGame.Subscribe(OnGameEnded);
        GameEventsManager.PauseMenu.Subscribe(OnGamePaused);

        UIObject uiObject = UIManager.Instance.CreateNewUIObject(UIDialogPrefabId, UILayerId.Overlay);

        if (uiObject == null)
        {
            initializationCallback?.Invoke(false);
            return;
        }
        _uiDialog = uiObject as UIDialog;
        if (_uiDialog == null)
        {
            initializationCallback?.Invoke(false);
            return;
        }
        _uiDialog.Initialize();
        HideCurrentDialog();
        _uiDialog.OnContinue += OnDialogContinue;

        initializationCallback?.Invoke(true);
    }
Exemplo n.º 33
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	public void OnDrawGizmos(){
		
		if(Selection.activeGameObject != null && !Application.isPlaying && this.EditorAutoScreenChange){
            
			// If the UIScreen selected is part of this UIScreenManager
			if(Selection.activeGameObject.GetComponentInParent<UIScreen>() != null && this.Screens.Contains(Selection.activeGameObject.GetComponentInParent<UIScreen>())){
				
				this.OpenScreen(Selection.activeGameObject.GetComponentInParent<UIScreen>());

				// Close popups
				this.CurrentPopUp = null;
				this.CloseAllPopUp();
				this.HidePopUp();

			}
			// If the UIPopupSelected is part of this UIScreenManager
			else if(Selection.activeGameObject.GetComponentInParent<UIPopUp>() != null && this.Popups.Contains(Selection.activeGameObject.GetComponentInParent<UIPopUp>())){
                //this.PopupCanvas.enabled = true;
				this.OpenPopUp(Selection.activeGameObject.GetComponentInParent<UIPopUp>());
                

            }
			// If the UIDialogSelected is part of this UIScreenManager
			else if(Selection.activeGameObject.GetComponentInParent<UIDialog>() != null && this.Dialogs.Contains(Selection.activeGameObject.GetComponentInParent<UIDialog>())){
                //this.DialogCanvas.enabled = true;
				this.OpenDialog(Selection.activeGameObject.GetComponentInParent<UIDialog>(), null);
                
            }
			else{
				this.CurrentScreen = null;
				this.CloseAllScreen();
				this.CurrentPopUp = null;
				this.CloseAllPopUp();
				this.HidePopUp();
				this.CurrentDialog = null;
				this.CloseAllDialog();
				this.HideDialog();
			}

		}

	}
Exemplo n.º 34
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        /// <summary>
        /// Character leaves the trigger.
        /// </summary>
        /// <param name="character">Character. NOTE: This can be null if triggered by something that is not a character.</param>
        virtual protected bool LeaveTrigger(Character character)
        {
            if (enabled && ExitConditionsMet(character))
            {
                if (autoLeaveRoutine != null)
                {
                    StopCoroutine(autoLeaveRoutine);
                    autoLeaveRoutine = null;
                }
                OnTriggerExited(character);
                for (int i = 0; i < receivers.Length; i++)
                {
                    if (receivers[i] != null)
                    {
                        // TODO Should only be one implementation of these
                        switch (receivers[i].leaveAction)
                        {
                        case TriggerActionType.SEND_MESSAGE:
                            receivers[i].receiver.SendMessage("EnterTrigger", SendMessageOptions.DontRequireReceiver);
                            break;

                        case TriggerActionType.ACTIVATE_PLATFORM:
                            receivers[i].platform.Activate(character);
                            break;

                        case TriggerActionType.DEACTIVATE_PLATFORM:
                            receivers[i].platform.Deactivate(character);
                            break;

                        case TriggerActionType.ACTIVATE_GAMEOBJECT:
                            receivers[i].receiver.SetActive(true);
                            break;

                        case TriggerActionType.DEACTIVATE_GAMEOBJECT:
                            receivers[i].receiver.SetActive(false);
                            break;

                        case TriggerActionType.CHANGE_CAMERA_ZONE:
                            PlatformCamera.DefaultCamera.ChangeZone(receivers[i].cameraZone);
                            break;

                        case TriggerActionType.SWITCH_SPRITE:
                            SpriteRenderer spriteRenderer = receivers[i].receiver.GetComponentInChildren <SpriteRenderer>();
                            if (spriteRenderer != null)
                            {
                                spriteRenderer.sprite = receivers[i].newSprite;
                            }
                            else
                            {
                                Debug.LogError("Trigger tried to switch sprite but no SpriteRenderer was found");
                            }
                            break;

                        case TriggerActionType.SHOW_DIALOG:
                            UIDialog dialog = receivers[i].receiver.GetComponentInChildren <UIDialog>();
                            if (dialog != null)
                            {
                                dialog.ShowDialog(transform);
                            }
                            else
                            {
                                Debug.LogError("Trigger tried to show dialog but no UIDialog was found.");
                            }
                            break;

                        case TriggerActionType.HIDE_DIALOG:
                            UIDialog dialogToHide = receivers[i].receiver.GetComponentInChildren <UIDialog>();
                            if (dialogToHide != null)
                            {
                                dialogToHide.HideDialog();
                            }
                            else
                            {
                                Debug.LogError("Trigger tried to show dialog but no UIDialog was found.");
                            }
                            break;

                        case TriggerActionType.OPEN_DOOR:
                            Door doorToOpen = receivers[i].receiver.GetComponent <Door>();
                            if (doorToOpen != null)
                            {
                                doorToOpen.Open(character);
                            }
                            else
                            {
                                Debug.LogError("Trigger tried to open door but no Door was found.");
                            }
                            break;

                        case TriggerActionType.CLOSE_DOOR:
                            Door doorToClose = receivers[i].receiver.GetComponent <Door>();
                            if (doorToClose != null)
                            {
                                doorToClose.Close(character);
                            }
                            else
                            {
                                Debug.LogError("Trigger tried to close door but no Door was found.");
                            }
                            break;

                        case TriggerActionType.ACTIVATE_SPAWN_POINT:
                            RespawnPoint point = receivers[i].receiver.GetComponentInChildren <RespawnPoint>();
                            if (point != null)
                            {
                                point.SetActive();
                            }
                            else
                            {
                                Debug.LogError("Trigger tried to activate respawn point but no RespawnPoint was found");
                            }
                            break;

                        case TriggerActionType.FORWARD:
                            receivers[i].combiner.LeftTrigger(this, character);
                            break;
                        }
                    }
                }
                return(true);
            }
            return(false);
        }
Exemplo n.º 35
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	public void ShowDialog (string msg, bool isOneBtn, UIDialog.DialogDelegate dealMethod)
	{
		UiDialog.ShowMsgHaveBtn (msg, isOneBtn, dealMethod);
	}
Exemplo n.º 36
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    /// <summary>
    /// Opens the Dialog.
    /// </summary>
    /// <param name="uip">Dialog to open.</param>
    /// <param name="closeMethod">Close Method used by this dialog </param>
    public void OpenDialog(UIDialog uid, UIDialog.CloseDialogMethod closeMethod = null){
		
		// Setup the last screen var
		if (uid != this.CurrentDialog) {
			this.LastUIDialog = this.CurrentDialog;
		}
		
		//Debug.Log ("UIScreenManager.OpenScreen - "+uis.name);
		
		this.CurrentDialog = uid;
		
		this.CloseAllDialog ();
		
		this.ShowDialog ();
        uid.OpenDialog(closeMethod);
    }
 /// <summary>
 /// Function to process the answer for multichoice dialogs
 /// </summary>
 public void ProcessMultiChoiceAnswer(UIDialog dialog, EmotionType answer)
 {
     Log.Info("Dialog "+dialog.Id+" answer:"+answer);
 }
Exemplo n.º 38
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 // Use this for initialization
 void Start()
 {
     uiDialog = GameObject.FindObjectOfType<UIDialog>();
     if (singleton == null)
         singleton = this;
     else {
         //Add a new set of quests at original singleton
         Instance ().quests.AddRange (quests);
         DestroyImmediate (this);
     }
     DontDestroyOnLoad (this);
 }
Exemplo n.º 39
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    /// <summary>
    /// Open the Dialog
    /// </summary>
    /// <param name="dialogID">ID of the Dialog to open</param>
    /// <param name="closeMethod">Close Method used by this Dialog</param>
    public void OpenDialog(string dialogID, UIDialog.CloseDialogMethod closeMethod = null) {        

        UIDialog uid = this.GetUIDialogByID(dialogID);

        if (uid != null) {
            this.OpenDialog(uid, closeMethod);
        }

    }