/// <summary>
        /// Are masked bits enabled for current screen.
        /// </summary>
        /// <param name="mask">Mask.</param>
        public bool ValidateMask (TutorialMask mask) {
            var scene = Singleton.Get<ScreenManager> ().Current;

            if (_sceneMasks.ContainsKey (scene)) {
                return (_sceneMasks[scene] & (int) mask) == (int) mask;
            }
            return false;
        }
Пример #2
0
        /// <summary>
        /// Are masked bits enabled for current screen.
        /// </summary>
        /// <param name="mask">Mask.</param>
        public bool ValidateMask(TutorialMask mask)
        {
            var scene = ScreenManager.Instance.Current;

            if (_sceneMasks.ContainsKey(scene))
            {
                return((_sceneMasks[scene] & (int)mask) == (int)mask);
            }
            return(false);
        }
Пример #3
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        /// <summary>
        /// Are masked bits enabled for current screen.
        /// </summary>
        /// <param name="mask">Mask.</param>
        public bool ValidateMask(TutorialMask mask)
        {
            var scene = Singleton.Get <ScreenManager> ().Current;

            if (_sceneMasks.ContainsKey(scene))
            {
                return((_sceneMasks[scene] & (int)mask) == (int)mask);
            }
            return(false);
        }
Пример #4
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        /// <summary>
        /// Are masked bits enabled for current screen.
        /// </summary>
        /// <param name="mask">Mask.</param>
        public bool ValidateMask(TutorialMask mask)
        {
            if (Service <ScreenManager> .IsRegistered)
            {
                var scene = Service <ScreenManager> .Get().Current;

                if (_sceneMasks.ContainsKey(scene))
                {
                    return((_sceneMasks[scene] & (int)mask) == (int)mask);
                }
            }
            return(false);
        }
Пример #5
0
        /// <summary>
        /// Set masked bits additive to new state for current screen.
        /// </summary>
        /// <param name="mask">Masked bits.</param>
        /// <param name="state">New state.</param>
        public void SetMask(TutorialMask mask, bool state = true)
        {
            var scene = ScreenManager.Instance.Current;

            var data    = _sceneMasks.ContainsKey(scene) ? _sceneMasks[scene] : 0;
            var newData = data;

            if (state)
            {
                newData |= (int)mask;
            }
            else
            {
                newData &= ~(int)mask;
            }
            if (newData != data)
            {
                _sceneMasks[scene] = newData;
                SaveData();
                OnTutorialUpdated();
            }
        }
Пример #6
0
        /// <summary>
        /// Set masked bits additive to new state for current screen.
        /// </summary>
        /// <param name="mask">Masked bits.</param>
        /// <param name="state">New state.</param>
        public void SetMask(TutorialMask mask, bool state = true)
        {
            if (Service <ScreenManager> .IsRegistered)
            {
                var scene = Service <ScreenManager> .Get().Current;

                var data    = _sceneMasks.ContainsKey(scene) ? _sceneMasks[scene] : 0;
                var newData = data;
                if (state)
                {
                    newData |= (int)mask;
                }
                else
                {
                    newData &= ~(int)mask;
                }
                if (newData != data)
                {
                    _sceneMasks[scene] = newData;
                    SaveData();
                    OnTutorialUpdated();
                }
            }
        }
        /// <summary>
        /// Set masked bits additive to new state for current screen.
        /// </summary>
        /// <param name="mask">Masked bits.</param>
        /// <param name="state">New state.</param>
        public void SetMask (TutorialMask mask, bool state = true) {
            var scene = Singleton.Get<ScreenManager> ().Current;

            var data = _sceneMasks.ContainsKey (scene) ? _sceneMasks[scene] : 0;
            var newData = data;
            if (state) {
                newData |= (int) mask;
            } else {
                newData &= ~(int) mask;
            }
            if (newData != data) {
                _sceneMasks[scene] = newData;
                SaveData ();
                OnTutorialUpdated ();
            }
        }