/// <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; }
/// <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); }
/// <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); }
/// <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); }
/// <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(); } }
/// <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 (); } }