/// <summary>
        /// Deactive this hint bubble.
        /// </summary>
        public void Deactive()
        {
            TweenerHandler.DoAllTweenToStartValue();
            mFadeObject.FadeOut();

            this.mActive = false;
        }
Пример #2
0
        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        //----------------------
        // Protected Functions

        //----------------------
        // Private Functions

        /// <summary>
        /// Disable the gameobject when whith in the range.
        /// </summary>
        private void DisableWithInRange()
        {
            float distance = 0;

            if (mUseLocal)
            {
                distance = Vector3.Distance(this.transform.localPosition, this.mTargetPosition);
            }
            else
            {
                // get the distance between self's and target's.
                distance = Vector3.Distance(this.transform.position, this.mTargetPosition);
            }

            if (distance < this.mRange)
            {
                // disable the game object.
                this.gameObject.SetActive(false);
            }

            // check fade effect enable?
            if (!mFadeEffect || mFaded)
            {
                return;
            }

            if (distance < this.mFadeDistance)
            {
                mJCSFadeObject.FadeOut();
                mFaded = true;
            }
        }
Пример #3
0
        private void Update()
        {
            mTimer += Time.deltaTime;

            if (mDestroyWithAlphaEffect)
            {
                if (mDestroyTime - mTimer <= mFadeObject.FadeTime)
                {
                    mFadeObject.FadeOut();
                }
            }

            if (mDestroyTime < mTimer)
            {
                TimesUp = true;
                Destroy(this.gameObject);
            }
        }
Пример #4
0
        /// <summary>
        /// Activate one log from pool.
        /// </summary>
        public void Execute(string message)
        {
            if (mActive)
            {
                JCS_Debug.LogError("Call this while the object is still active");
                return;
            }

            // set the message text
            SetText(message);

            // fade out
            mFadeObject.FadeOut();

            // slide out
            mSlideEffect.Active();

            mActive = true;
        }
Пример #5
0
 /// <summary>
 /// Fade out black screen.
 /// </summary>
 /// <param name="time"></param>
 public void FadeOut(float time)
 {
     mFadeObject.FadeOut(time);
 }
Пример #6
0
        /// <summary>
        /// Fade out the screen, back to original amount of value.
        /// </summary>
        public void UnFocus(float time)
        {
            JCS_FadeObject fadeObj = this.mFadeScreen.FadeObject;

            fadeObj.FadeOut(time);
        }
Пример #7
0
        /// <summary>
        /// Fade out the screen, back to original amount of value.
        /// </summary>
        public void UnFocus()
        {
            JCS_FadeObject fadeObj = this.mFadeScreen.FadeObject;

            fadeObj.FadeOut();
        }
Пример #8
0
 public void FadeOut(float time)
 {
     mAO.FadeOut(time);
     JCS_Utility.MoveToTheLastChild(this.transform);
 }