public void UnloadCanvas(CanvasTypes canvasType) { if (canvasType == CanvasTypes.StartMenu) { UnloadStartMenuCanvas(); } else if (canvasType == CanvasTypes.CheckQuit) { UnloadCheckQuitCanvas(); } }
private void ChangeCanvasTo(CanvasTypes ct) { for (int i = 0; i < canvasList.Count; i++) { if (canvasList[i].GetCanvasType != ct && canvasList[i].enabled) { StartCoroutine(DeactivateWithDelay(canvasList[i].gameObject)); } else { canvasList[i].gameObject.SetActive(true); } } }
/// <summary> /// Returns WebGLRenderingContext drawing context on the canvas, or null if the context ID is not supported. /// A drawing context lets you draw on the canvas. This context is only available on browsers that implement /// WebGL (OpenGL ES 2.0). /// </summary> /// <param name="contextId">The context's id</param> /// <returns>A WebGLRenderingContext drawing context object.</returns> public virtual IWebGLRenderingContext GetContext(CanvasTypes.CanvasContextWebGLType contextId) { return null; }
/// <summary> /// Returns CanvasRenderingContext2D drawing context on the canvas, or null if the context ID is not supported. /// A drawing context lets you draw on the canvas. /// </summary> /// <param name="contextId">The context's id</param> /// <returns>A CanvasRenderingContext2D drawing context object.</returns> public virtual CanvasRenderingContext2D GetContext(CanvasTypes.CanvasContext2DType contextId) { return null; }
/// <summary> /// Reports whether or not the specified point is contained in the current path. /// </summary> /// <param name="path">A Path2D path to use.</param> /// <param name="x">The X coordinate of the point to check.</param> /// <param name="y">The Y coordinate of the point to check.</param> /// <param name="fillRule"> /// The algorithm by which to determine if a point is inside a path or outside a path. /// </param> /// <returns> /// A Boolean, which is true if the specified point is contained in the current or specfied path, /// otherwise false. /// </returns> public virtual bool IsPointInPath(Path2D path, Any<uint, int, double> x, Any<uint, int, double> y, CanvasTypes.CanvasFillRule? fillRule) { return false; }
/// <summary> /// Fills the specified path with the specified fill rule. /// </summary> /// <param name="path">A Path2D path to fill.</param> /// <param name="fillRule"> /// The algorithm by which to determine if a point is inside a path or outside a path. /// </param> public virtual void Fill(Path2D path, CanvasTypes.CanvasFillRule fillRule) { return; }
/// <summary> /// Fills the subpaths with the specified fill rule. /// </summary> /// <param name="fillRule"> /// The algorithm by which to determine if a point is inside a path or outside a path. /// </param> public virtual void Fill(CanvasTypes.CanvasFillRule fillRule) { return; }
/// <summary> /// Creates a pattern using the specified image (a CanvasImageSource). It repeats the source in the /// directions specified by the repetition argument. This method returns a CanvasPattern. /// </summary> /// <param name="image"> /// A CanvasImageSource to be used as image to repeat. It can either be a: /// • HTMLImageElement (<img>), /// • HTMLVideoElement (<video>), /// • HTMLCanvasElement (<canvas>), /// • CanvasRenderingContext2D, /// • ImageBitmap (c# object for now), /// • ImageData, or a /// • Blob. /// </param> /// <param name="repetition"></param> /// <returns>An opaque CanvasPattern object describing a pattern.</returns> /// <remarks> /// At the time of implementation, ImageBitmap had no documentation and Bridge.NET did not have /// it defined inside. /// </remarks> public virtual CanvasPattern CreatePattern( Any<ImageElement, VideoElement, CanvasElement, CanvasRenderingContext2D, object, ImageData, Blob> image, CanvasTypes.CanvasRepetitionTypes repetition) { return null; }
/// <summary> /// Reports whether or not the specified point is contained in the current path. /// </summary> /// <param name="path">A Path2D path to use.</param> /// <param name="x">The X coordinate of the point to check.</param> /// <param name="y">The Y coordinate of the point to check.</param> /// <param name="fillRule"> /// The algorithm by which to determine if a point is inside a path or outside a path. /// </param> /// <returns> /// A Boolean, which is true if the specified point is contained in the current or specfied path, /// otherwise false. /// </returns> public virtual extern bool IsPointInPath(Path2D path, Any<uint, int, double> x, Any<uint, int, double> y, CanvasTypes.CanvasFillRule? fillRule);
public void SwitchOrientation(CanvasTypes type, bool overRide) { GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerMovement> ().SetRects (); if(overRide){ switch (type) { case CanvasTypes.Port: VloadCanvas.enabled = true; VpreGameCanvas.enabled = true; VpostGameCanvas.enabled = true; HloadCanvas.enabled = false; HpreGameCanvas.enabled = false; HpostGameCanvas.enabled = false; SwitchMenu(currentMenu); Camera.main.fieldOfView = 60f; gameStats.SwitchCanvas(CanvasTypes.Port); break; case CanvasTypes.Land: VloadCanvas.enabled = false; VpreGameCanvas.enabled = false; VpostGameCanvas.enabled = false; HloadCanvas.enabled = true; HpreGameCanvas.enabled = true; HpostGameCanvas.enabled = true; SwitchMenu(currentMenu); Camera.main.fieldOfView = 50f; gameStats.SwitchCanvas(CanvasTypes.Land); break; } } else if (currentCanvasType != type){ currentCanvasType = type; switch (type) { case CanvasTypes.Port: VloadCanvas.enabled = true; VpreGameCanvas.enabled = true; VpostGameCanvas.enabled = true; HloadCanvas.enabled = false; HpreGameCanvas.enabled = false; HpostGameCanvas.enabled = false; SwitchMenu(currentMenu); Camera.main.fieldOfView = 60f; gameStats.SwitchCanvas(CanvasTypes.Port); break; case CanvasTypes.Land: VloadCanvas.enabled = false; VpreGameCanvas.enabled = false; VpostGameCanvas.enabled = false; HloadCanvas.enabled = true; HpreGameCanvas.enabled = true; HpostGameCanvas.enabled = true; SwitchMenu(currentMenu); Camera.main.fieldOfView = 50f; gameStats.SwitchCanvas(CanvasTypes.Land); break; } } else Debug.Log("Shits F****d bruh"); }
public void SwitchOrientation(CanvasTypes type, bool overRide) { GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement> ().SetRects(); if (overRide) { switch (type) { case CanvasTypes.Port: VloadCanvas.enabled = true; VpreGameCanvas.enabled = true; VpostGameCanvas.enabled = true; HloadCanvas.enabled = false; HpreGameCanvas.enabled = false; HpostGameCanvas.enabled = false; SwitchMenu(currentMenu); Camera.main.fieldOfView = 60f; gameStats.SwitchCanvas(CanvasTypes.Port); break; case CanvasTypes.Land: VloadCanvas.enabled = false; VpreGameCanvas.enabled = false; VpostGameCanvas.enabled = false; HloadCanvas.enabled = true; HpreGameCanvas.enabled = true; HpostGameCanvas.enabled = true; SwitchMenu(currentMenu); Camera.main.fieldOfView = 50f; gameStats.SwitchCanvas(CanvasTypes.Land); break; } } else if (currentCanvasType != type) { currentCanvasType = type; switch (type) { case CanvasTypes.Port: VloadCanvas.enabled = true; VpreGameCanvas.enabled = true; VpostGameCanvas.enabled = true; HloadCanvas.enabled = false; HpreGameCanvas.enabled = false; HpostGameCanvas.enabled = false; SwitchMenu(currentMenu); Camera.main.fieldOfView = 60f; gameStats.SwitchCanvas(CanvasTypes.Port); break; case CanvasTypes.Land: VloadCanvas.enabled = false; VpreGameCanvas.enabled = false; VpostGameCanvas.enabled = false; HloadCanvas.enabled = true; HpreGameCanvas.enabled = true; HpostGameCanvas.enabled = true; SwitchMenu(currentMenu); Camera.main.fieldOfView = 50f; gameStats.SwitchCanvas(CanvasTypes.Land); break; } } else { Debug.Log("Shits F****d bruh"); } }