internal void RaiseToggleStatePropertyChangedEvent(DrawerState oldState, DrawerState newState)
 {
     this.RaisePropertyChangedEvent(
         TogglePatternIdentifiers.ToggleStateProperty,
         this.ConvertDrawerToToggleState(oldState),
         this.ConvertDrawerToToggleState(newState));
 }
Пример #2
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        /// <summary>
        /// Present the property on the Editor GUI
        /// </summary>
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            PopulateRenderers();
            EditorGUI.BeginProperty(position, label, property);
            Init(property);
            DrawerState state = _propertyStates[property.propertyPath];

            EditorGUI.BeginChangeCheck();
#if Q_AFTER_OPAQUE_AND_SKY
            state.listAfterOpaqueAndSky.DoLayoutList();
#endif
// #if Q_BEFORE_POST_PROCESS
            EditorGUILayout.Space();
            state.listBeforePostProcess.DoLayoutList();
// #endif
// #if Q_AFTER_POST_PROCESS
            EditorGUILayout.Space();
            state.listAfterPostProcess.DoLayoutList();
// #endif
            if (EditorGUI.EndChangeCheck())
            {
                property.serializedObject.ApplyModifiedProperties();
            }

            EditorGUI.EndProperty();
            EditorUtility.SetDirty(property.serializedObject.targetObject);
        }
Пример #3
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        internal void RaiseExpandCollapseAutomationEvent(DrawerState oldValue, DrawerState newValue)
        {
            var oldConvertedValue = this.ConvertDrawerToExpandCollapseState(oldValue);
            var newConvertedValue = this.ConvertDrawerToExpandCollapseState(newValue);

            this.RaisePropertyChangedEvent(ExpandCollapsePatternIdentifiers.ExpandCollapseStateProperty, oldConvertedValue.ToString(), newConvertedValue.ToString());
            this.RaisePropertyChangedEvent(AutomationElementIdentifiers.ItemStatusProperty, oldConvertedValue.ToString(), newConvertedValue.ToString());
        }
Пример #4
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    protected virtual void OpenDrawer()
    {
        trayBehaviour.parentContainer = null;
        trayTransform.SetPosition(TrayWorldPosition);

        EjectItems();
        EjectPlayers();

        SoundManager.PlayNetworkedAtPos("BinOpen", DrawerWorldPosition, Random.Range(0.8f, 1.2f), sourceObj: gameObject);
        drawerState = DrawerState.Open;         // [SyncVar] will update sprites
    }
Пример #5
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	protected virtual void CloseDrawer()
	{
		trayBehaviour.parentContainer = drawerPushPull;
		trayBehaviour.VisibleState = false;

		GatherItems();
		if (storePlayers) GatherPlayers();

		SoundManager.PlayNetworkedAtPos("BinClose", DrawerWorldPosition, Random.Range(0.8f, 1.2f), sourceObj: gameObject);
		drawerState = DrawerState.Shut; // [SyncVar] will update sprites
	}
Пример #6
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        private ExpandCollapseState ConvertDrawerToExpandCollapseState(DrawerState drawerState)
        {
            if (drawerState == DrawerState.Opened)
            {
                return(ExpandCollapseState.Expanded);
            }
            else if (drawerState == DrawerState.Closed)
            {
                return(ExpandCollapseState.Collapsed);
            }

            return(ExpandCollapseState.PartiallyExpanded);
        }
        /// <summary>
        /// Initialize a drawer state for the giver property if none already exists.
        /// </summary>
        /// <param name="property">The property that will be edited/displayed</param>
        private void Init(SerializedProperty property)
        {
            var path = property.propertyPath;

            if (!propertyStates.ContainsKey(path))
            {
                var state   = new DrawerState();
                var feature = property.serializedObject.targetObject as CustomPostProcess;
                InitList(ref state.listAfterOpaqueAndSky, feature.settings.renderersAfterOpaqueAndSky, "After Opaque and Sky", CustomPostProcessInjectionPoint.AfterOpaqueAndSky, feature);
                InitList(ref state.listBeforePostProcess, feature.settings.renderersBeforePostProcess, "Before Post Process", CustomPostProcessInjectionPoint.BeforePostProcess, feature);
                InitList(ref state.listAfterPostProcess, feature.settings.renderersAfterPostProcess, "After Post Process", CustomPostProcessInjectionPoint.AfterPostProcess, feature);
                propertyStates.Add(path, state);
            }
        }
 private ToggleState ConvertDrawerToToggleState(DrawerState drawerState)
 {
     if (drawerState == DrawerState.Opened)
     {
         return(ToggleState.On);
     }
     else if (drawerState == DrawerState.Closed)
     {
         return(ToggleState.Off);
     }
     else
     {
         return(ToggleState.Indeterminate);
     }
 }
    public void CloseDrawers(bool animate = true)
    {
        if (animate)
        {
            SetAnimationTarget(0, outCurve, outTime);
        }
        else
        {
            swipeTransform.SetAnchoredHorizontalPosition(0);

            leftDrawer.gameObject.SetActive(false);
            rightDrawer.gameObject.SetActive(false);
        }

        DrawerState = DrawerState.None;
    }
Пример #10
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        /// <summary>
        /// Initialize a drawer state for the giver property if none already exists.
        /// </summary>
        /// <param name="property">The property that will be edited/displayed</param>
        private void Init(SerializedProperty property)
        {
            var path = property.propertyPath;

            if (!_propertyStates.ContainsKey(path))
            {
                var state   = new DrawerState();
                var feature = property.serializedObject.targetObject as QuibliPostProcess;
                Debug.Assert(feature != null, nameof(feature) + " != null");
                InitList(ref state.listAfterOpaqueAndSky, feature.settings.renderersAfterOpaqueAndSky,
                         "After Opaque and Sky", InjectionPoint.AfterOpaqueAndSky, feature);
                InitList(ref state.listBeforePostProcess, feature.settings.renderersBeforePostProcess,
                         "Before Post Process", InjectionPoint.BeforePostProcess, feature); // "Before Post Process"
                InitList(ref state.listAfterPostProcess, feature.settings.renderersAfterPostProcess, "Effects",
                         InjectionPoint.AfterPostProcess, feature);                         // "After Post Process"
                _propertyStates.Add(path, state);
            }
        }
Пример #11
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	void ServerInit(MatrixInfo matrixInfo)
	{
		SpawnResult traySpawn = Spawn.ServerPrefab(trayPrefab, DrawerWorldPosition);
		if (!traySpawn.Successful)
		{
			throw new MissingReferenceException($"Failed to spawn tray! Is {name} prefab missing reference to tray prefab?");
		}
		tray = traySpawn.GameObject;

		traySpriteHandler = tray.GetComponentInChildren<SpriteHandler>();
		trayTransform = tray.GetComponent<CustomNetTransform>();
		trayBehaviour = tray.GetComponent<ObjectBehaviour>();
		trayBehaviour.parentContainer = drawerPushPull;
		trayBehaviour.VisibleState = false;

		// These two will sync drawer state/orientation and render appropriate sprite
		drawerState = DrawerState.Shut;
		drawerOrientation = directional.CurrentDirection;
	}
Пример #12
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    public void OpenRightDrawer(bool animate = true)
    {
        if (animate)
        {
            SetAnimationTarget(-maxSwipe, inCurve, inTime);
        }
        else
        {
            swipeTransform.SetAnchoredHorizontalPosition(-maxSwipe);

            leftDrawer.gameObject.SetActive(false);
            rightDrawer.gameObject.SetActive(true);
        }

        DrawerState = DrawerState.RightDrawerOut;

        if (DrawerOpened != null)
        {
            DrawerOpened(this);
        }
    }
Пример #13
0
    public void OnBeginDrag(PointerEventData eventData)
    {
        dragStart = eventData.position;

        // prevent a single draw from jumping more than 1 state
        switch (DrawerState)
        {
        case DrawerState.RightDrawerOut:
            dragOffset = -maxSwipe;
            dragMin    = -maxSwipe;
            dragMax    = 0;
            break;

        case DrawerState.LeftDrawerOut:
            dragOffset = maxSwipe;
            dragMin    = 0;
            dragMax    = maxSwipe;
            break;

        default:
            dragOffset = 0;
            dragMin    = -maxSwipe;
            dragMax    = maxSwipe;
            break;
        }

        dragStartState = DrawerState;

        // activate both drawers for peeking
        leftDrawer.gameObject.SetActive(true);
        rightDrawer.gameObject.SetActive(true);

        if (DrawerPeeked != null)
        {
            DrawerPeeked(this);
        }
    }
Пример #14
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        private DrawerState InitializeStateFor(SerializedProperty property)
        {
            var key = property.propertyPath;

            stateMap.TryGetValue(key, out var state);

            // Ensure the cached SerializedProperty is synchronized.
            if (state is null || state.ReorderableList.serializedProperty.serializedObject != property.serializedObject)
            {
                if (state is null)
                {
                    state = new DrawerState();
                }

                state.PathProperty = property.FindPropertyRelative(nameof(ResourceLoaderConfiguration.PathPrefix));
                var providerListProperty = property.FindPropertyRelative(nameof(ResourceLoaderConfiguration.ProviderTypes));
                state.ReorderableList = new ReorderableList(property.serializedObject, providerListProperty, true, false, true, true);
                state.ReorderableList.headerHeight        = 4;
                state.ReorderableList.drawElementCallback = DrawListElement;
                state.ReorderableList.onAddCallback       = HandleListElementAdded;
                state.ReorderableList.onRemoveCallback    = HandleListElementRemoved;
                state.ReorderableList.onSelectCallback    = HandleListElementSelected;
                state.ReorderableList.onReorderCallback   = HandleListElementReordered;

                stateMap[key] = state;
            }

            loaderProperty        = property;
            reorderableList       = state.ReorderableList;
            providerListProperty  = state.ReorderableList.serializedProperty;
            pathProperty          = state.PathProperty;
            lastSelectedIndex     = state.LastSelectedIndex;
            reorderableList.index = lastSelectedIndex;

            return(state);
        }
        /// <summary>
        /// Cycles through the toggle states of a control.
        /// </summary>
        public void Toggle()
        {
            DrawerState state = this.SideDrawerOwner.DrawerState;

            if (state == DrawerState.Opened)
            {
                this.SideDrawerOwner.HideDrawer();
            }
            else if (state == DrawerState.Closed)
            {
                this.SideDrawerOwner.ShowDrawer();
            }
            else
            {
                if (this.SideDrawerOwner.IsOpen)
                {
                    this.SideDrawerOwner.HideDrawer();
                }
                else
                {
                    this.SideDrawerOwner.ShowDrawer();
                }
            }
        }
Пример #16
0
 /// <summary>
 /// Updates the drawer to the given state and sets the sprites accordingly.
 /// </summary>
 /// <param name="newState">The new state the drawer should be set to</param>
 protected void SetDrawerState(DrawerState newState)
 {
     drawerState = newState;
     UpdateSpriteState();
 }
Пример #17
0
 /// <summary>
 /// Called when drawerState [SyncVar] variable is altered or the client has just joined.
 /// </summary>
 /// <param name="oldState"></param>
 /// <param name="newState"></param>
 protected virtual void OnSyncDrawerState(DrawerState oldState, DrawerState newState)
 {
     drawerState = newState;
     drawerSpriteHandler.ChangeSprite((int)drawerState);
 }
Пример #18
0
 public Form1()
 {
     InitializeComponent();
     drawer = new DrawerState(pictureBox1);
 }
Пример #19
0
 public void Handle(DrawerState message)
 {
     this.IsDrawerOpened = message == DrawerState.Opened;
 }
Пример #20
0
 private void StartOpen()
 {
     StartCoroutine(AnimateDrawer(closePosition, openPosition));
     state = DrawerState.Open;
     icon.SetTrigger("IsOpen");
 }
Пример #21
0
 private void StartClose()
 {
     StartCoroutine(AnimateDrawer(openPosition, closePosition));
     state = DrawerState.Close;
     icon.SetTrigger("IsClose");
 }