//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: On Revealed //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected virtual void OnRevealed() { // Once revealed, this note is active m_bOpened = true; if (m_bAssignToSettingsButton) { sm_rCurrentlyActiveNotes = this; } // Enable the Notes Movement Script and Exit Button if they exist m_eCurrentState = CurrentState.IDLE; if (m_rNotesMovement != null) { // Stop Player Input for anything besides the menu ButtonManager.ToggleAllButtonsExcept(ButtonManager.ButtonType.MENU, false); m_rNotesMovement.enabled = true; } // Assign Self to the exit buttons. If clicked, the exit button instance will call the 'disappear' function. if (!TutorialManager_Base.TutorialOpened) { for (int i = 0; i < m_arExitButtons.Length; ++i) { if (m_arExitButtons[i] != null) { m_arExitButtons[i].gameObject.SetActive(true); m_arExitButtons[i].enabled = true; m_arExitButtons[i].m_rNotesReveal = this; } } } }
public void OpenConfirmationWindow(URLType eURLType, string androidURLWeblink, string appleURLWeblink, MultiLanguageText confirmationDescription, SubSceneManager previousScene = null, ObjectTransitionAnimation previousNotePage = null) { if (m_rConfirmationWindowDisplay != null) { // Hide whatever notes are currently active (if applicable) if (ObjectTransitionAnimation.CurrentlyActive != null) { ObjectTransitionAnimation.CurrentlyActive.Disappear(false); } // Reveal Confirmation Window & Show URL Confirmation Description m_rConfirmationWindowDisplay.Reveal(); if (m_rTextDisplay != null && confirmationDescription != null) { confirmationDescription.ApplyEffects(m_rTextDisplay); } // Show Background Vignette VignetteManager.TransitionVignette(m_oVignetteInfo); // Assign URL variables as provided. m_eType = eURLType; androidURL = androidURLWeblink; URL = appleURLWeblink; m_rPreviousScene = previousScene; m_rPreviousNotePage = previousNotePage; if (m_rDoNotOpenURLButton != null) { m_rDoNotOpenURLButton.PreviousScene = previousScene; m_rDoNotOpenURLButton.PreviousNotePage = previousNotePage; } } }
public void BeginFadein(SubSceneManager previousScene, ObjectTransitionAnimation previousNote) { m_rPreviousScene = previousScene; m_rPreviousNotePage = previousNote; if (!SupressPlugWindow) { // Show Vignette VignetteManager.TransitionVignette(m_oVignetteInfo); if (SettingsMenuManager.Opened) { SettingsMenuManager.Close(); } // Toggle animation and disable user input for now ShowFirstAnimationFrames(); m_eTransitionPhase = TransitionPhase.SETTINGS_MENU; m_bFadeinResults = true; ButtonManager.ToggleAllButtons(false); } else { if (previousNote != null) { previousNote.Reveal(false); } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Disabled //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected void OnDisable() { if (sm_rCurrentlyActiveNotes == this) { sm_rCurrentlyActiveNotes = null; } SettingsMenuManager.UpdateMenuLabel(); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: On Disappeared //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected virtual void OnDisappeared() { // Once Disappeared, this note is no longer active m_bOpened = false; if (m_bAssignToSettingsButton && sm_rCurrentlyActiveNotes == this) { sm_rCurrentlyActiveNotes = null; } this.enabled = false; this.gameObject.SetActive(false); // Reactivate Player Input ButtonManager.ToggleAllButtons(true); TambourineShakeDetector.CheckForShake = true; // If we came from the Settings Menu, make it open up once again if (m_bShowSettingsMenuOnClose && SettingsMenuManager.Available) { SettingsMenuManager.Open(); } SettingsMenuManager.UpdateMenuLabel(); }
public void BeginFadein(ObjectTransitionAnimation previousNote) { BeginFadein(null, previousNote); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Set Current Scene Object //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public void SetCurrentSceneObject(ObjectTransitionAnimation sceneObject) { m_rCurrentSceneObject = sceneObject; }