GetHideTransition() публичный Метод

public GetHideTransition ( bool force = false ) : U9Transition,
force bool
Результат U9Transition,
Пример #1
0
    public U9Transition GetPushViewTransition(U9View newView, bool hideOldView = true, bool force = false, bool hideAfter = false)
    {
        U9View oldView = null;

        if (viewStack.Count > 0)
        {
            oldView = viewStack.Peek();
        }

        viewStack.Push(newView);

        U9Transition hideOldViewTransition = null, displayNewViewTransition = null;

        if (oldView)
        {
            oldView.DisableInteraction();
            if (hideOldView)
            {
                hideOldViewTransition = oldView.GetHideTransition(force);
            }
        }
        displayNewViewTransition = newView.GetDisplayTransition(force);

        if (hideAfter)
        {
            return(U9T.S(displayNewViewTransition, hideOldViewTransition));
        }
        else
        {
            return(U9T.S(hideOldViewTransition, displayNewViewTransition));
        }
    }
Пример #2
0
 public U9Transition CreatePopupTransition()
 {
     return(view.GetHideTransition(true));
 }
Пример #3
0
    /// <summary>
    /// Creates a transition which shifts blocks away from the given edge, checks for any matched blocks, and triggers game over if the board is full.
    /// </summary>
    /// <returns>The shift blocks transition.</returns>
    /// <param name="edge">Edge.</param>
    public U9Transition CreatePlayerMoveTransition(Edge edge)
    {
        if (_IntroLogo != null)
        {
            MoveIntro(edge);
        }

        for (int i = 1, ni = gridSize - 1; i < ni; i++)
        {
            for (int j = 1, nj = gridSize - 1; j < nj; j++)
            {
                Block b = blocks [i, j];
            }
        }

        newScoreView.GetHideTransition().Begin();
        highScoreView.GetHideTransition().Begin();

        // If already gameover then ignore this request and return a null transition.
        if (gameIsOver)
        {
            RestartGame(false);
        }

        // If the intro is displaying then hide it.
        if (introView != null && introView.IsDisplaying)
        {
            introView.GetHideTransition().Begin();
        }

        U9Transition t = U9T.P(CreateShiftBlocksTransition(edge));

        // After the player move transition, if the game is over then start a new game, otherwise spawn blocks on the side that was just shifted
        t.Ended += (transition) => {
            U9Transition d        = CreateMatchesTransition();
            U9Transition gameOver = IsGameOver() ? CreateGameOverTransition() : null;
            if (gameOver != null)
            {
                gameOver.Ended += (transitionOver) =>
                {
                    if (gameIsOver)
                    {
                        if (Platform == Platform.Web)
                        {
                            Application.ExternalCall("SetHighScore", HighScore);
                            Application.ExternalCall("GameOver");
                        }
                        //!!!
                        haxForSideBlocksNotSpawningInCorrectNumber = true;
                        //!!!

                        score       = 0;
                        scoresToAdd = 0;
                        newScore    = 0;

                        _Timer = 0;

                        StartGame();

                        currentScoreLabel.text = "0";
                        _ECurrentView          = View.Game;
                    }
                };
                gameOver.Begin();
            }
            else
            {
                if (d != null)
                {
                    d.Begin();
                }

                SpawnBlocks(edge);
            }
        };
        return(t);
    }