public void OnPointerExit(PointerEventData eventData) { Debug.Log("OnPointerExit:"); //隐藏圈圈 m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; }
private void HandleOut() { m_SelectionRadial.Hide(); Texture nextTex1 = Resources.Load("next/next1") as Texture; nextMat.SetTexture("_MainTex", nextTex1); m_GazeOver = false; }
// Called when the user ends pointing to the object private void HandleOut() { m_GazeOver = false; m_SelectionRadial.Hide(); // If the messages option is enabled, deletes the message if (m_MessagesEnabled) { m_Messages.text = m_DefaultText; } }
private IEnumerator StartPhase() { yield return(StartCoroutine(m_UIController.ShowIntroUI())); m_reticle.Show(); m_selectionRadial.Hide(); yield return(StartCoroutine(m_selectionSlider.WaitForBarToFill())); yield return(StartCoroutine(m_UIController.HideIntroUI())); }
private void HandleOut() { if (!isSelected) { m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; gameObject.GetComponent <Renderer>().material = m_LevelBtn_Nor; } }
private IEnumerator StartPhase() { // Wait for the intro UI to fade in. yield return(StartCoroutine(UIController.Instance.ShowIntroUI())); // Show the reticle (since there is now a selection slider) and hide the radial. m_Reticle.Show(); m_SelectionRadial.Hide(); // Wait for the selection slider to finish filling. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); // Wait for the intro UI to fade out. yield return(StartCoroutine(UIController.Instance.HideIntroUI())); }
private void HandleOut() { // When the user looks away from the rendering of the scene, hide the radial. m_SelectionRadial.Hide(); m_GazeOver = false; }
void Start() { m_Reticle.Show(); m_Radial.Hide(); m_Buttons.SetInvisible(); m_LoopButtons = StartCoroutine(LoopButtons()); }
public void HandleOut(GameObject obj) { // Make sure no UI is currrently showing if (!UIController.Instance.Showing) { // Hide selection radial and deactivate gazeOver selectionRadial.Hide(); obj.GetComponent <Gaze>().GazeOver = false; switch (mode) { case GazeMode.INFO: // Dehighlight all animals // Highlight(obj); // Get Move Script from the gazed game object then set the isMoving to TRUE; if (obj.GetComponent <Move>() != null) { obj.GetComponent <Move>().isMoving = true; } break; case GazeMode.GAME: break; case GazeMode.MENU: break; default: Debug.LogError("Invalid gaze mode!"); break; } } }
private void HandleOut() { m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; gameObject.GetComponent <Renderer>().material = m_NormalMaterialReplay; }
private IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); // In order, fade in the UI on how to use sliders, wait for the slider to be filled then fade out the UI. yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_CameraMovement.GameStart())); //move camera to right position and start shooting the ball // In order, fade in the UI on confirming the use of sliders, wait for the slider to be filled, then fade out the UI. yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn())); while (true) { yield return(StartCoroutine(m_HowToUseConfirmSlider.WaitForBarToFill())); //yield return StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut()); yield return(StartCoroutine(m_BallShooter.ShootBall())); } //// Fade in the final UI. //yield return StartCoroutine (m_ReturnFader.InteruptAndFadeIn ()); }
//Handle the Out event private void HandleOut() { m_SelectionRadial.Hide(); m_GazeOver = false; if (IsInfo) { foreach (GameObject obj in objects) { if (obj.GetComponent <SkinnedMeshRenderer>() == null) { var renderer = obj.GetComponent <MeshRenderer>(); renderer.material = origMaterial; } else { var renderer = obj.GetComponent <SkinnedMeshRenderer>(); renderer.material = origMaterial; } if (GetComponent <Move>() != null) { GetComponent <Move>().isMoving = true; } } } else { m_Renderer.material = origMaterial; m_Renderer.material.mainTexture = originalTexture; Hover(); } }
// Use this for initialization void Start() { //TODO Remove it. Just for testing. UserData.Instance.CurrentEnvironment = Solutionario.Base.Environment.GetEnvironment("Apartment"); m_Reticle.Show(); m_Radial.Hide(); }
/** * Fade in instructions and on start fade out instructions * with fading in of environments */ private IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); //Fade in current instructions. yield return(StartCoroutine(m_InstructionsFader.InteruptAndFadeIn())); }
// Called when the user ends pointing to the object private void HandleOut() { m_GazeOver = false; // Sets the button color to the non highlighted color m_ButtonImage.color = new Color(m_ButtonImage.color.r, m_ButtonImage.color.g, m_ButtonImage.color.b); m_SelectionRadial.Hide(); }
private void HandleOut() { transform.DOScale(new Vector3(0.2f, 0.2f, 0.2f), 0.5f).SetEase(Ease.InOutSine); // When the user looks away from the rendering of the scene, hide the radial. m_SelectionRadial.Hide(); m_GazeOver = false; }
private IEnumerator ShowIntro() { // Wait for the intro UI to fade in. yield return(StartCoroutine(UIController.Instance.ShowIntroUI())); // Show the reticle (since there is now a selection slider) and hide the radial. Phylum phylum = SpawnManager.Instance.phyla[0]; // Get the phylum AnimalInfo.LoadAnimalInfo(phylum, isStaticAnimals); // Loads animal info for phylum m_Reticle.Show(); m_SelectionRadial.Hide(); // Wait for the selection slider to finish filling. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); // Wait for the intro UI to fade out. yield return(StartCoroutine(UIController.Instance.HideIntroUI())); }
public IEnumerator StartPhase() { yield return(StartCoroutine(uiController.ShowIntroUI())); reticle.Show(); selectionRadial.Hide(); yield return(StartCoroutine(selectionSlider.WaitForBarToFill())); yield return(StartCoroutine(uiController.HideINtroUI())); }
private void HandleOut() { // When the user looks away from the rendering of the scene, hide the radial. m_SelectionRadial.Hide(); Texture nextTex1 = Resources.Load("next/next1") as Texture; //nextMat.SetTexture("_MainTex", nextTex1); this.GetComponent <Renderer>().material.mainTexture = nextTex1; m_GazeOver = false; }
private void HandleOut() { // When the user looks away from the rendering of the scene, hide the radial. m_SelectionRadial.Hide(); m_GazeOver = false; if (sunScript != null) { sunScript.enabled = false; } }
private void HandleOut() { // When the user looks away from the rendering of the scene, hide the radial. m_SelectionRadial.Hide(); m_GazeOver = false; CurrentSprite = NormalSprite; //m_ButtonImage.sprite = CurrentSprite; updateSprite(); }
private void HandleOut() { // 不是当前分类,材质恢复Normal if (!isSelected) { gameObject.GetComponent <Renderer>().material = m_NormalMaterial; } m_SelectionRadial.Hide(); m_SelectionRadial.HandleUp(); m_GazeOver = false; }
//Handle the Out event private void HandleOut() { m_SelectionRadial.Hide(); m_GazeOver = false; //foreach (GameObject obj in objects) //{ // var renderer = obj.GetComponent<MeshRenderer>(); // renderer.material = origMaterial; //} }
private IEnumerator StartPhase() { // Make sure the Outro UI is not being shown and the intro UI is. StartCoroutine(m_UIController.ShowIntroUI()); StartCoroutine(m_UIController.HideOutroUI()); m_CameraContainer.transform.position = new Vector3(0, 0, 0); // To make sure the user is facing the right way show the arrows. m_GuiArrows.Show(); // Turn off the fog whilst showing the intro. RenderSettings.fog = false; // Make sure the game is stopped for the flyer's health. m_HealthController.StopGame(); // Since a selection slider is being used, hide the radial and show the reticle. m_SelectionSlider.gameObject.SetActive(true); m_SelectionRadial.Hide(); m_Reticle.Show(); m_FlyerMovementController.m_Speed = 70f; m_flyerPlayership.SetActive(false); // The user should hold Fire1 for the selection slider so turn on warnings for tapping. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // In order wait for the selection slider to fill, then the intro UI to hide, then the camera to fade out. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); yield return(StartCoroutine(m_UIController.HideIntroUI())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Once the screen has faded out, we can hide UI elements we don't want to see anymore like the arrows and reticle. m_GuiArrows.Hide(); m_Reticle.Hide(); // Turn the fog back on so spawned objects won't appear suddenly. RenderSettings.fog = true; // The user now needs to tap to fire so turn off the warnings. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Now wait for the screen to fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); }
private void HandleOut() { //if (mpc.m_VideoControl.activeSelf) //{ // gameObject.GetComponent<Renderer>().material = m_NormalMaterialPause; //} //else //{ // gameObject.GetComponent<Renderer>().material = m_NormalMaterialPlay; //} m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; }
// Use this for initialization IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut())); SceneManager.LoadScene("Start Menu"); }
private void HandleOut() { m_SelectionRadial.HandleUp(); m_SelectionRadial.Hide(); m_GazeOver = false; if (mpc.m_CurrentState == MEDIAPLAYER_STATE.PLAYING) { gameObject.GetComponent <Renderer>().material = m_NormalMaterialPause; } else { gameObject.GetComponent <Renderer>().material = m_NormalMaterialPlay; } }
//Handle the Out event private void HandleOut() { Debug.Log("Show out state"); m_GazeOver = false; m_SelectionRadial.Hide(); m_Renderer.material = m_NormalMaterial; // If the coroutine has been started (and thus we have a reference to it) stop it. if (m_FillBarRoutine != null) { StopCoroutine(m_FillBarRoutine); } // Reset the timer and bar values. m_Timer = 0f; // SetSliderValue(0f); }
[SerializeField] private UIFader m_ReturnFader; // The final instructions are controlled using this fader. private IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); // In order, fade in the UI on how to use sliders, wait for the slider to be filled then fade out the UI. yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut())); // Fade in the final UI. yield return(StartCoroutine(m_ReturnFader.InteruptAndFadeIn())); }
IEnumerator ButtonActive() { yield return(new WaitForSeconds(timeToButton)); button.SetActive(true); m_Reticle.Show(); m_Radial.Hide(); m_HowToUseConfirmSlider.OnBarFilled += LoadMenu; yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseConfirmSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut())); }