private void RunningTimeUpdated(USSequencer sequence)
        {
            var button  = GetComponent <Button>();
            var canPlay = USRuntimeUtility.CanPlaySequence(sequence);

            button.interactable = canPlay;
            Debug.Log(canPlay);
        }
Пример #2
0
        private void RunningTimeUpdated(USSequencer sequence)
        {
            Button component = base.GetComponent <Button>();
            bool   flag      = USRuntimeUtility.CanPlaySequence(sequence);

            component.interactable = flag;
            Debug.Log(flag);
        }
Пример #3
0
        private void Start()
        {
            Button button = base.GetComponent <Button>();

            if (!button)
            {
                Debug.LogError("The component Play Sequence button must be added to a Unity UI Button");
                return;
            }
            if (!this.sequenceToPlay)
            {
                Debug.LogError("The Sequence to play field must be hooked up in the Inspector");
                return;
            }
            button.onClick.AddListener(delegate
            {
                this.PlaySequence();
            });
            button.interactable = !this.sequenceToPlay.IsPlaying;
            if (this.manageInteractiveState)
            {
                USSequencer expr_95 = this.sequenceToPlay;
                expr_95.OnRunningTimeSet = (USSequencer.PlaybackDelegate) Delegate.Combine(expr_95.OnRunningTimeSet, new USSequencer.PlaybackDelegate(delegate(USSequencer sequence)
                {
                    button.interactable = USRuntimeUtility.CanPlaySequence(sequence);
                }));
                USSequencer expr_BC = this.sequenceToPlay;
                expr_BC.PlaybackStarted = (USSequencer.PlaybackDelegate) Delegate.Combine(expr_BC.PlaybackStarted, new USSequencer.PlaybackDelegate(delegate(USSequencer sequence)
                {
                    button.interactable = false;
                }));
                USSequencer expr_E3 = this.sequenceToPlay;
                expr_E3.PlaybackPaused = (USSequencer.PlaybackDelegate) Delegate.Combine(expr_E3.PlaybackPaused, new USSequencer.PlaybackDelegate(delegate(USSequencer sequence)
                {
                    button.interactable = true;
                }));
                USSequencer expr_10A = this.sequenceToPlay;
                expr_10A.PlaybackFinished = (USSequencer.PlaybackDelegate) Delegate.Combine(expr_10A.PlaybackFinished, new USSequencer.PlaybackDelegate(delegate(USSequencer sequence)
                {
                    button.interactable = false;
                }));
                USSequencer expr_131 = this.sequenceToPlay;
                expr_131.PlaybackStopped = (USSequencer.PlaybackDelegate) Delegate.Combine(expr_131.PlaybackStopped, new USSequencer.PlaybackDelegate(delegate(USSequencer sequence)
                {
                    button.interactable = true;
                }));
            }
        }
        private void Start()
        {
            var button = GetComponent <Button>();

            if (!button)
            {
                Debug.LogError("The component Play Sequence button must be added to a Unity UI Button");
                return;
            }

            if (!sequenceToPlay)
            {
                Debug.LogError("The Sequence to play field must be hooked up in the Inspector");
                return;
            }

            button.onClick.AddListener(() => PlaySequence());

            button.interactable = !sequenceToPlay.IsPlaying;
            if (manageInteractiveState)
            {
                sequenceToPlay.OnRunningTimeSet += (sequence) => button.interactable = USRuntimeUtility.CanPlaySequence(sequence);
                sequenceToPlay.PlaybackStarted  += (sequence) => button.interactable = false;
                sequenceToPlay.PlaybackPaused   += (sequence) => button.interactable = true;
                sequenceToPlay.PlaybackFinished += (sequence) => button.interactable = true;
                sequenceToPlay.PlaybackStopped  += (sequence) => button.interactable = true;
            }
        }