// Start is called before the first frame update void Start() { NextButton.onClick.AddListener(() => { SkipEvent?.Invoke(); }); }
public void OnSkip(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) { SkipEvent.Invoke(); } }
public void Setup(string title, SkipEvent skipEvent) { btn = btn != null ? btn : GetComponentInChildren <Button>(); btnText = btnText != null ? btnText : btn.GetComponentInChildren <TextMeshProUGUI>(); text = text != null ? text : GetComponentInChildren <TextMeshProUGUI>(); this.title = title; this.skipEvent = skipEvent; SetText(skipEvent.Skip); btn.onClick.AddListener(Click); }
public void ApplySkip(SkipEvent skip) { Group?.SkipEventSequence(skip.Event.Sequence); // You have to reset the CancellationToken for the group Group?.Reset(); Cancellation = Group?.Cancellation ?? Cancellation; // Basically saying that the attempts start over when we skip Attempts = 0; Delay = default; }
public async Task ApplySkipAsync(SkipEvent skip) { if (Group != null) { await Group.SkipEventSequence(skip.Event.Sequence).ConfigureAwait(false); // You have to reset the CancellationToken for the group Group.Reset(); Cancellation = Group.Cancellation; } // Basically saying that the attempts start over when we skip Attempts = 0; Delay = default; }
public void SkipTransition() { if (afterAnimationCoroutineIsRunning) { StopCoroutine(afterAnimationCoroutine); /// you need this because you don't want this effect to take place unintentionally afterAnimationCoroutineIsRunning = false; } animator.Play(currentAnimationClipName, -1, 1); isDuringTransition = false; currentTransitionType = TransitionType.None; currentAnimationClipName = ""; currentAnimationClipLength = 0; DefaultState?.Invoke(); SkipEvent?.Invoke(sceneDataArray[currentSceneNumber - 1]); if (ar != null) { ar.QueueMessage("SkipTransition"); } }
private void ToggleEvent(string title, SkipEvent skipEvent) => Instantiate(skippedEvent, container).Setup(title, skipEvent);