private void Player_OnDeath(object sender, System.EventArgs e) { content.SetActive(true); UIStateManager.RegisterUI(); quitButton.onClick.AddListener(CryQuit); }
public void OpenUI(IContainer a, IContainer b) { if (UIStateManager.State == UIState.Free && state == UITransferState.Free) { UIStateManager.RegisterUI(); listerA.Clear(); listerA.Populate(a); listerB.Clear(); listerB.Populate(b); content.SetActive(true); Time.timeScale = 0.0f; State = UITransferState.Busy; } }
private void OnStateChangeCallback(object sender, UIMenuStateChangeArgs args) { if (args.newState == UIMenuState.Hidden && State == UIMenuState.Shown) { UIStateManager.UnregisterUI(); content.SetActive(false); Time.timeScale = 1.0f; } else if (args.newState == UIMenuState.Shown && State == UIMenuState.Hidden) { UIStateManager.RegisterUI(); content.SetActive(true); Time.timeScale = 0.0f; } }
private void Start() { GameManager.OnMazeGenerationFinished += GameManager_OnMazeGenerationFinished; GameManager.OnMazePopulationFinished += GameManager_OnMazePopulationFinished; GameManager.OnPlayerCreation += GameManager_OnPlayerCreation; animator = GetComponent <Animator>(); loaderActualizer = ActualizeLoadingSentence(); textChanger = ChangeTextOnTime(); progressActualizerThread = new System.Threading.Thread(ActualizeProgress); StartCoroutine(loaderActualizer); StartCoroutine(textChanger); progressActualizerThread.Start(); UIStateManager.RegisterUI(); }