/// <summary> /// Allows you to hide a banner ad, instead of destroying it altogether. /// </summary> public void Hide(bool destroy = false) { this.m_showing = false; loaded = false; OnHide?.Invoke(this, new HideEventArgs(m_placementId)); OnUnload?.Invoke(this, new EventArgs()); }
public override void OnScrolled(RecyclerView recyclerView, int dx, int dy) { base.OnScrolled(recyclerView, dx, dy); var visibleItemCount = recyclerView.ChildCount; var totalItemCount = recyclerView.GetAdapter().ItemCount; var pastVisiblesItems = LayoutManager.FindFirstVisibleItemPosition(); if ((visibleItemCount + pastVisiblesItems) >= totalItemCount && !IsLoading && dy > 0) { LoadMoreEvent?.Invoke(this, null); } if (scrolledDistance > HIDE_THRESHOLD && controlsVisible) { OnHide?.Invoke(this, null); controlsVisible = false; scrolledDistance = 0; } else if (scrolledDistance < -HIDE_THRESHOLD && !controlsVisible) { OnShow?.Invoke(this, null); controlsVisible = true; scrolledDistance = 0; } if ((controlsVisible && dy > 0) || (!controlsVisible && dy < 0)) { scrolledDistance += dy; } }
public override void HideElement() { OnHideComplete.AddListener(ResetAll); StopAllCoroutines(); switch (componentsToAnimate_HIDE) { case (ComponentsToAnimate.Transform): StartCoroutine(AnimateTransform_HIDE()); break; case (ComponentsToAnimate.Graphic): StartCoroutine(AnimateGraphic_HIDE()); break; case (ComponentsToAnimate.Both): StartCoroutine(AnimateTransformAndGraphic_HIDE()); break; } if (OnHide != null) { OnHide.Invoke(); } }
/// <summary> /// Makes the element not render and disables all of its functionality. (still takes up space) /// </summary> public virtual void Hide() { Visible = false; _parent = Parent ?? _parent; Remove(); OnHide?.Invoke(this); }
public virtual void Hide() { if (m_Visible) { Transition(false); } OnHide?.Invoke(); }
public void HideMenu() { if (ShownMenus.Count > 0) { ShownMenus.Pop(); } OnHide?.Invoke(); }
private void SetCountdown() { if (Countdown == null) { Countdown = new Timer(Time); Countdown.Elapsed += (s, a) => OnHide?.Invoke(); Countdown.AutoReset = false; } }
/// <summary> /// Hides the debug menu /// </summary> public void Hide() { rootObject.SetActive(false); if (OnHide != null) { OnHide.Invoke(); } }
public void ExitHome() { hero.EnableMovement(); homeCanvas.gameObject.SetActive(false); audioSource.clip = closeDoor; audioSource.Play(); OnHide?.Invoke(); }
public void Hide() { foreach (var gobj in items) { gobj.SetActive(false); } _active = false; OnHide?.Invoke(); }
public void ExitStore() { hero.EnableMovement(); storeCanvas.gameObject.SetActive(false); selectionBorder.gameObject.SetActive(false); audioSource.clip = closeDoor; audioSource.Play(); OnHide?.Invoke(); }
private void HideBullet() { // If a bullet waits to hide but collides with a character, // we need to prevent double hiding if (isHided == false) { isHided = true; OnHide?.Invoke(gameObject); } }
public void Hide() { Shown = false; if (StateHasChanged == null) { throw new ArgumentNullException(nameof(StateHasChanged)); } StateHasChanged.Invoke(); OnHide?.Invoke(); }
protected virtual void StartHiding() { float a = (Time.time - time_start_action) / time_action; UpdateAlphaRender(render, 1 - a); if (!hiding && a >= 0.5f) { colliderTakeDamage.enabled = false; OnHide?.Invoke(); hiding = true; } }
public bool ForceHide() { OnHide?.Invoke(); foreach (InputView input in Inputs) { input.Unfocus(); } this.IsVisible = false; return(true); }
/// <summary> /// Makes the element not render and disables all of its functionality. /// </summary> public virtual void Hide() { if (!Visible) { return; } Visible = false; _parent = Parent; Remove(); OnHide?.Invoke(this); }
protected void Awake() { CullState = false; _rectTransform = GetComponent <RectTransform>(); GetComponent <MaskableGraphic>().onCullStateChanged.AddListener((state) => { if (state) { OnHide?.Invoke(itemIndex); } CullState = state; }); }
public void Hide() { foreach (var cell in Field.Cells) { if (cell.Data is NestCellData) { PoolManager.Instance.NestCellPool.Push(cell as NestCell); } else { PoolManager.Instance.EnviromentCellPool.Push(cell as EnviromentCell); } } Field.Clear(); OnHide?.Invoke(); }
private void Init() { controls = new Controls(); controls.Enable(); controls.Player.CrouchSwitch.performed += ctx => onCrouchSwitch?.Invoke(); controls.Player.Action.performed += ctx => onAction?.Invoke(); controls.Player.SwitchCamera.performed += ctx => onSwitchCamera?.Invoke(); controls.Player.Reload.performed += ctx => onReload?.Invoke(); controls.Player.Kick.performed += ctx => onKick?.Invoke(); controls.UI.Cheats.performed += ctx => onCheats?.Invoke(); controls.UI.Pause.performed += ctx => onPause?.Invoke(); controls.UI.Hide.performed += ctx => onHide?.Invoke(); Load(); }
public async Task Show(string title, string content, NotificationType type) { OnShow?.Invoke(new Notification() { Title = title, Content = content, Type = type }); await Task.Delay(5000); try { OnHide?.Invoke(); } catch (Exception e) { System.Console.WriteLine(e); } }
private void MaskBorder_Tapped(object sender, TappedRoutedEventArgs e) { ToggleShareBtnAnimation(false); var batch = _compositor.CreateScopedBatch(CompositionBatchTypes.Animation); ToggleInfoGridAnimation(false); batch.Completed += (s, ex) => { var innerBatch = _compositor.CreateScopedBatch(CompositionBatchTypes.Animation); innerBatch.Completed += (ss, exx) => { OnHide?.Invoke(); ToggleDetailGridAnimation(false); PhotoDetailImageViewModel = null; }; innerBatch.End(); }; batch.End(); }
private IEnumerator FadeOut() { yield return(null); float deltaTime = Mathf.Clamp(Time.time - timestamp, 0f, transition); canvasGroup.alpha = Mathf.Lerp(1f, 0f, deltaTime / transition); if (canvasGroup.alpha > 0f) { StartCoroutine(FadeOut()); } else { canvasGroup.alpha = 0f; canvasGroup.blocksRaycasts = false; OnHide?.Invoke(); OnHide = null; } }
public static void HideDialogWindow(string id) { UDialogManager manager = Instance; if (manager.db.TryGetValue(id, out UDialogMessage msg)) { msg.Kill(); manager.db.Remove(id); if (OnHide != null) { OnHide.Invoke(); } manager.OnHideDialog.Invoke(); } if (manager.db.Keys.Count == 0) { manager.Background.gameObject.SetActive(false); } }
internal async Task Hide(bool force = false) { if (!_isOverlayShow) { return; } await Task.Delay(HideMillisecondsDelay); if (!force && !IsContainTrigger(TriggerType.Click) && (_isPreventHide || _mouseInOverlay || _isChildOverlayShow)) { return; } _isOverlayFirstRender = true; _isWaitForOverlayFirstRender = false; _isOverlayHiding = true; _overlayCls = Trigger.GetOverlayLeaveClass(); await Trigger.OnOverlayHiding.InvokeAsync(true); await UpdateParentOverlayState(false); StateHasChanged(); // wait for leave animation await Task.Delay(WaitForHideAnimMilliseconds); _isOverlayShow = false; _isOverlayHiding = false; await Trigger.OnVisibleChange.InvokeAsync(false); StateHasChanged(); OnHide?.Invoke(); }
private void HideToast(object source, ElapsedEventArgs args) { OnHide?.Invoke(); }
/// <summary> /// Is invoked from animator /// </summary> public void Hide() { OnHide?.Invoke(this); gameObject.SetActive(false); }
public void Hide() { OnHide?.Invoke(); }
private static void HideMessage() { OnHide?.Invoke(Instance.text.text); SetActive(false); }
/// <summary> /// Change the visibilty of the menu instantly without playing animation. /// </summary> /// <param name="visible">Should this menu be visible or not?</param> /// <param name="trivial">If true, sounds won't play and events won't fire</param> public override void ChangeVisibilityImmediate(bool visible, bool trivial = false) { forceVisibilityCall = true; if (!Initialized) { InitializeElements(); } if (!gameObject.activeSelf) { gameObject.SetActive(true); } if (!UseSimpleActivation) { foreach (UIElement e in AnimatedElements) { if (e == null || !e.MenuDependent) { continue; } e.ChangeVisibilityImmediate(visible); } } else { gameObject.SetActive(visible); } if (Visible != visible && !trivial) { if (SFXManager.Instance) { SFXManager.Instance.PlayClip(visible ? ShowingClip : HidingClip); } else if (ShowingClip || HidingClip) { Debug.LogError("You're trying to play sounds with no SFXManager in the scene. Please add one via Tools>ZUI>Creation Window...>Setup", gameObject); } } Visible = visible; if (!trivial) { if (visible) { if (OnShow != null) { OnShow.Invoke(); } if (OnShowComplete != null) { OnShowComplete.Invoke(); } } else if (!visible) { if (OnHide != null) { OnHide.Invoke(); } if (OnHideComplete != null) { OnHideComplete.Invoke(); } } } if (DeactivateWhileInvisible && !visible) { DeactivateMe(false); } }
/// <summary> /// Change the visibilty of the menu by playing the desired animation. /// </summary> /// <param name="visible">Should this menu be visible or not?</param> /// <param name="trivial">If true, sounds won't play and events won't fire</param> public override void ChangeVisibility(bool visible, bool trivial = false) { forceVisibilityCall = true; if (!Initialized) { InitializeElements(); } if (!gameObject.activeSelf) { ChangeVisibilityImmediate(Visible, true); gameObject.SetActive(true); } if (!UseSimpleActivation) { foreach (UIElement e in AnimatedElements) { if (e == null || !e.MenuDependent) { continue; } e.ChangeVisibility(visible); } } else { gameObject.SetActive(visible); } if (Visible != visible && !trivial) { if (SFXManager.Instance) { SFXManager.Instance.PlayClip(visible ? ShowingClip : HidingClip); } else if (ShowingClip || HidingClip) { Debug.LogError("You're trying to play sounds with no SFXManager in the scene. Please add one via Tools>ZUI>Creation Window...>Setup", gameObject); } } Visible = visible; if (!trivial) { if (completeEventEnum != null) { StopCoroutine(completeEventEnum); } if (visible) { if (OnShow != null) { OnShow.Invoke(); } if (OnShowComplete != null) { completeEventEnum = FireEventAfter(OnShowComplete, showingTime); } } else if (!visible) { if (OnHide != null) { OnHide.Invoke(); } //Only start waiting to fire the hide complete event if the element will not deactivate (because if it's deactivated before firing then the event won't fire).. //...and fire it in DeactivateMe function instead if (OnHideComplete != null && !DeactivateWhileInvisible) { completeEventEnum = FireEventAfter(OnHideComplete, hidingTime); } } //Since coroutines can only start on active objects, then don't try starting them if the object isn't active. if (gameObject.activeInHierarchy && completeEventEnum != null) { StartCoroutine(completeEventEnum); } } if (DeactivateWhileInvisible) { if (!visible) { Invoke("DeactivateMe", hidingTime); } else { CancelInvoke("DeactivateMe"); } } }