Наследование: MonoBehaviour
Пример #1
0
    /// <summary>
    /// チュートリアル矢印を表示
    /// </summary>
    /// <param name="button_name"></param>
    private void showTutorialArrow(string button_name, Vector3 position, Vector3 euler_angles)
    {
        if (GameObject.Find(button_name) != null)
        {
            // 矢印を最前面に出すためにバトル表示物の描画優先度を下げる
            float near_camera_depth = BattleSceneManager.Instance.m_BattleCameraNear.depth;
            BattleSceneManager.Instance.m_BattleCameraNear.depth = BattleSceneManager.Instance.m_BattleCameraFar.depth + 1;

            TutorialArrow.Create(button_name)
            .SetLocalPosition(position)
            .SetLocalEulerAngles(euler_angles)
            .Show(() =>
            {
                // バトル表示物の描画優先度を元に戻す
                BattleSceneManager.Instance.m_BattleCameraNear.depth = near_camera_depth;

                m_IsNextCommand = true;
            },
                  () =>
            {
                // バトル表示物の描画優先度を元に戻す
                BattleSceneManager.Instance.m_BattleCameraNear.depth = near_camera_depth;

                m_IsNextCommand = true;
            }
                  );
        }
        else
        {
            // 表示できないのですぐに閉じる
            m_IsNextCommand = true;
        }
    }
 public void SetTutorialArrow(TutorialArrow ta)
 {
     if (tutorialArrow == null)
     {
         tutorialArrow = ta;
     }
 }
Пример #3
0
 void OnShowDialog_MaterialUnitSelected()
 {
     InputLock(false);
     new SerialProcess().Add(
         (System.Action next) =>
     {
         InputLock(true);
         //すぐにダイアログを開くと選択判定がキャンセルされるのでボタンブロックが解除されるまで待つ
         StartCoroutine(WaitButtonBlock(() =>
         {
             next();
             InputLock(false);
         }));
     }).Add(
         (System.Action next) =>
     {
         SendStep(
             (int)TutorialStep.BUILDUP_PART4,
             () =>
         {
             next();
         });
     }).Add(
         (System.Action next) =>
     {
         Dialog.Create(DialogType.DialogOK).
         SetTitleFromTextKey(("TUTORIAL_BUILDUP_MATERIAL_SELECTED01_TITLE").ToLower()).
         SetMainFromTextKey(("TUTORIAL_BUILDUP_MATERIAL_SELECTED01_MAIN").ToLower()).
         SetOkEvent(
             () =>
         {
             next();
         }).
         Show();
     }).Add(
         (System.Action next) =>
     {
         InputLock(true);
         SendStep(
             (int)TutorialStep.BUILDUP_PART5,
             () =>
         {
             next();
         });
     }).Add(
         (System.Action next) =>
     {
         InputLock(false);
         TutorialArrow.Create("UnitPanelExecuteButton(Clone)/Button").SetLocalEulerAngles(new Vector3(0, 0, 180)).     //SetLocalPosition(new Vector3(0,50f,0)).
         Show(
             () =>
         {
             TutorialFSM.Instance.SendFsmNextEvent();
         });
     }).Flush();
 }
Пример #4
0
 void OnShowArrow_Scratch()
 {
     TutorialArrow.Create("ScratchOne").
     SetLocalEulerAngles(new Vector3(0, 0, 180)).
     Show(
         () =>
     {
         TutorialFSM.Instance.SendFsmNextEvent();
     });
 }
Пример #5
0
    public static TutorialArrow Create(string n)
    {
        GameObject go = GameObject.Find(n);

        if (go == null)
        {
            Debug.LogError("TutorialArrow is not found:" + n);
            return(null);
        }

        GameObject    arrowPrefab = Resources.Load("Prefab/TutorialArrow") as GameObject;
        TutorialArrow ar          = NOUtil.AddChild(go, arrowPrefab).GetComponent <TutorialArrow>();

        ar.setupAction();
        return(ar);
    }
Пример #6
0
    void OnShowArrow_MaterialUnit()
    {
        SendStep(
            (int)TutorialStep.BUILDUP_PART3,
            () =>
        {
#if BUILD_TYPE_DEBUG
            Debug.Log("CALL OnShowArrow_MaterialUnit:" + MaterialUnitListItemGameObjectName);
#endif
            InputLock(false);
            TutorialArrow.Create(MaterialUnitListItemGameObjectName + "/TouchSize").
            SwitchRootCanvas().
            Show(
                () =>
            {
                if (MaterialUnitPush == false)
                {
                    MaterialUnitPush = true;
                    InputLock(true);
                    TutorialFSM.Instance.SendFsmNextEvent();
                }
            });
        });
    }
 protected extern void DeleteArrow(TutorialArrow arrow);
 protected extern void DeleteArrow(TutorialArrow arrow);