示例#1
0
    public override void Show(SceneVoidDelegate afterFinished = null)
    {
        TryHackPartyInfo(this.info);

        SceneVoidDelegate sceneVoidDelegate = delegate
        {
            if (Configuration.Graphics.WidescreenSupport)
            {
                ButtonGroupState.SetPointerOffsetToGroup(new Vector2(150, -18f), MoveCharGroupButton);
            }
            else
            {
                ButtonGroupState.SetPointerOffsetToGroup(new Vector2(18f, -18f), MoveCharGroupButton);
            }

            ButtonGroupState.SetPointerDepthToGroup(6, MoveCharGroupButton);
            ButtonGroupState.ActiveGroup = SelectCharGroupButton;
        };

        if (afterFinished != null)
        {
            sceneVoidDelegate = (SceneVoidDelegate)Delegate.Combine(sceneVoidDelegate, afterFinished);
        }
        SceneDirector.FadeEventSetColor(FadeMode.Sub, Color.black);
        base.Show(sceneVoidDelegate);
        this.DisplayCharacter();
        this.DisplayCharacterInfo(this.currentCharacterId);
        this.DisplayHelpInfo();
        this.HelpDespLabelGameObject.SetActive(FF9StateSystem.PCPlatform);
    }
示例#2
0
    public override void Show(SceneVoidDelegate afterFinished = null)
    {
        SceneVoidDelegate action = () =>
        {
            PersistenSingleton <UIManager> .Instance.MainMenuScene.SubMenuPanel.SetActive(false);

            ButtonGroupState.SetPointerDepthToGroup(4, ItemGroupButton);
            ButtonGroupState.SetPointerDepthToGroup(7, TargetGroupButton);
            ButtonGroupState.SetPointerOffsetToGroup(new Vector2(54f, 0.0f), ItemGroupButton);
            ButtonGroupState.SetPointerOffsetToGroup(new Vector2(54f, 0.0f), KeyItemGroupButton);
            ButtonGroupState.SetPointerOffsetToGroup(new Vector2(160f, 10f), ArrangeMenuGroupButton);
            ButtonGroupState.SetPointerOffsetToGroup(new Vector2(48f, -6f), ItemArrangeGroupButton);
            ButtonGroupState.SetScrollButtonToGroup(_itemScrollList.ScrollButton, ItemGroupButton);
            ButtonGroupState.SetScrollButtonToGroup(_itemScrollList.ScrollButton, ItemArrangeGroupButton);
            ButtonGroupState.SetScrollButtonToGroup(_keyItemScrollList.ScrollButton, KeyItemGroupButton);
            ButtonGroupState.SetPointerLimitRectToGroup(ItemListPanel.GetComponent <UIWidget>(), _itemScrollList.cellHeight, ItemGroupButton);
            ButtonGroupState.SetPointerLimitRectToGroup(ItemListPanel.GetComponent <UIWidget>(), _itemScrollList.cellHeight, ItemArrangeGroupButton);
            ButtonGroupState.SetPointerLimitRectToGroup(KeyItemListPanel.GetComponent <UIWidget>(), _keyItemScrollList.cellHeight, KeyItemGroupButton);
            ButtonGroupState.ActiveGroup = SubMenuGroupButton;
            StartCoroutine(Show_dalay());
            afterFinished?.Invoke();
        };

        SceneDirector.FadeEventSetColor(FadeMode.Sub, Color.black);
        base.Show(action);
        ItemListPanel.SetActive(true);
        KeyItemListPanel.SetActive(false);
        DisplayItem();
        HelpDespLabelGameObject.SetActive(FF9StateSystem.PCPlatform);
        _itemScrollList.ScrollButton.DisplayScrollButton(false, false);
        _keyItemScrollList.ScrollButton.DisplayScrollButton(false, false);
    }
示例#3
0
 public void AfterShowCharacter()
 {
     ButtonGroupState.SetCursorStartSelect(this.GetGameObjectFromSubMenu(this.currentMenu), MainMenuUI.SubMenuGroupButton);
     ButtonGroupState.RemoveCursorMemorize(MainMenuUI.SubMenuGroupButton);
     ButtonGroupState.SetPointerDepthToGroup(10, MainMenuUI.SubMenuGroupButton);
     ButtonGroupState.SetPointerDepthToGroup(12, MainMenuUI.OrderGroupButton);
     ButtonGroupState.SetPointerOffsetToGroup(new Vector2(10f, 0f), MainMenuUI.CharacterGroupButton);
     ButtonGroupState.SetPointerOffsetToGroup(new Vector2(30f, -28f), MainMenuUI.OrderGroupButton);
     ButtonGroupState.ActiveGroup = MainMenuUI.SubMenuGroupButton;
 }
示例#4
0
    public void Show(Action onFinishHideQuitUICallback)
    {
        if (isShowQuitUI)
        {
            return;
        }

        isShowQuitUI = true;
        gameObject.SetActive(true);
        DisplayWindowBackground(gameObject);
        onFinishHideQuitUI          = onFinishHideQuitUICallback;
        previousPlayerControlEnable = PersistenSingleton <UIManager> .Instance.IsPlayerControlEnable;
        previousMenuControlEnable   = PersistenSingleton <UIManager> .Instance.IsMenuControlEnable;
        previousEventEnable         = PersistenSingleton <UIManager> .Instance.IsEventEnable;
        previousDisablePrimaryKey   = PersistenSingleton <HonoInputManager> .Instance.DisablePrimaryKey;
        PersistenSingleton <HonoInputManager> .Instance.DisablePrimaryKey = false;
        FF9StateSystem.Settings.UpdateTickTime();
        ButtonGroupState.SetPointerOffsetToGroup(new Vector2(-30f, 10f), WarningMenuGroupButton);
        ButtonGroupState.SetPointerDepthToGroup(107, WarningMenuGroupButton);
        ButtonGroupState.RemoveCursorMemorize(WarningMenuGroupButton);
        ButtonGroupState.ActiveGroup = WarningMenuGroupButton;
        PersistenSingleton <UIManager> .Instance.SetPlayerControlEnable(false, null);

        PersistenSingleton <UIManager> .Instance.SetMenuControlEnable(false);

        PersistenSingleton <UIManager> .Instance.SetEventEnable(false);

        if (PersistenSingleton <UIManager> .Instance.Dialogs != null)
        {
            PersistenSingleton <UIManager> .Instance.Dialogs.PauseAllDialog(true);
        }
        if (PersistenSingleton <UIManager> .Instance.State == UIManager.UIState.QuadMistBattle)
        {
            QuadMistGame.main.Pause();
        }
        else if (PersistenSingleton <UIManager> .Instance.State == UIManager.UIState.EndGame || PersistenSingleton <UIManager> .Instance.State == UIManager.UIState.Title)
        {
            previousTimescale = Time.timeScale;
            Time.timeScale    = 0f;
        }
        previousVibLeft  = vib.CurrentVibrateLeft;
        previousVibRight = vib.CurrentVibrateRight;
        vib.VIB_actuatorReset(0);
        vib.VIB_actuatorReset(1);
    }
示例#5
0
 public override void Show(UIScene.SceneVoidDelegate afterFinished = null)
 {
     UIScene.SceneVoidDelegate sceneVoidDelegate = delegate
     {
         ButtonGroupState.SetPointerDepthToGroup(4, ChocographUI.ItemGroupButton);
         ButtonGroupState.SetPointerOffsetToGroup(new Vector2(30f, 0f), ChocographUI.ItemGroupButton);
         ButtonGroupState.SetPointerLimitRectToGroup(this.ChocographListPanel.GetComponent <UIWidget>(), (Single)this.chocographScrollList.ItemHeight, ChocographUI.ItemGroupButton);
         ButtonGroupState.SetScrollButtonToGroup(this.chocoboScrollButton, ChocographUI.ItemGroupButton);
         ButtonGroupState.RemoveCursorMemorize(ChocographUI.SubMenuGroupButton);
         ButtonGroupState.ActiveGroup = ChocographUI.SubMenuGroupButton;
     };
     if (afterFinished != null)
     {
         sceneVoidDelegate = (UIScene.SceneVoidDelegate)Delegate.Combine(sceneVoidDelegate, afterFinished);
     }
     SceneDirector.FadeEventSetColor(FadeMode.Sub, Color.black);
     base.Show(sceneVoidDelegate);
     this.ClearLatestUI();
     this.GetEventData();
     this.DisplayChocoboAbilityInfo();
     this.DisplayInventoryInfo();
     this.DisplayChocographList();
     if (FF9StateSystem.PCPlatform)
     {
         this.HelpDespLabelGameObject.SetActive(true);
     }
     else
     {
         this.HelpDespLabelGameObject.SetActive(false);
     }
     if (ChocographUI.CurrentSelectedChocograph != -1)
     {
         ButtonGroupState.SetCursorStartSelect(this.chocographItemList[ChocographUI.CurrentSelectedChocograph].Self, ChocographUI.ItemGroupButton);
         this.DisplaySelected(ChocographUI.CurrentSelectedChocograph);
         this.SetCancelButton(true);
         this.chocographScrollList.ScrollToIndex(ChocographUI.CurrentSelectedChocograph);
     }
     else
     {
         ButtonGroupState.SetCursorStartSelect(this.chocographItemList[0].Self, ChocographUI.ItemGroupButton);
         this.SetCancelButton(false);
         this.chocographScrollList.ScrollToIndex(0);
     }
     this.chocoboScrollButton.DisplayScrollButton(false, false);
 }
示例#6
0
 public override void Show(UIScene.SceneVoidDelegate afterFinished = null)
 {
     if (FF9StateSystem.aaaaPlatform)
     {
         if (this.type == SaveLoadUI.SerializeType.Load)
         {
             FF9StateSystem.Serializer.Load(0, 0, new ISharedDataSerializer.OnSaveLoadStart(this.LoadDataStartDelgate), new ISharedDataSerializer.OnLoadFinish(this.LoadDataFinishDelegate));
         }
         else
         {
             FF9StateSystem.Serializer.Save(0, 0, new ISharedDataSerializer.OnSaveLoadStart(this.SaveDataStartDelegate), new ISharedDataSerializer.OnSaveFinish(this.SaveDataFinishDelegate));
         }
     }
     else
     {
         UIScene.SceneVoidDelegate sceneVoidDelegate = delegate
         {
             ButtonGroupState.SetPointerDepthToGroup(11, SaveLoadUI.FileGroupButton);
             ButtonGroupState.SetPointerOffsetToGroup(new Vector2(48f, 0f), SaveLoadUI.SlotGroupButton);
             ButtonGroupState.SetPointerOffsetToGroup(new Vector2(48f, 0f), SaveLoadUI.FileGroupButton);
             ButtonGroupState.SetPointerOffsetToGroup(new Vector2(180f, 10f), SaveLoadUI.ConfirmDialogGroupButton);
             ButtonGroupState.SetPointerLimitRectToGroup(this.FileListPanel.GetComponent <UIWidget>(), (Single)this.fileScrollList.ItemHeight, SaveLoadUI.FileGroupButton);
             ButtonGroupState.SetScrollButtonToGroup(this.FileListPanel.GetChild(0).GetComponent <ScrollButton>(), SaveLoadUI.FileGroupButton);
             Int32 index = (Int32)((FF9StateSystem.Settings.LatestSlot <= -1) ? 0 : FF9StateSystem.Settings.LatestSlot);
             ButtonGroupState.SetCursorStartSelect(this.slotNameButtonList[index].gameObject, SaveLoadUI.SlotGroupButton);
             ButtonGroupState.ActiveGroup = SaveLoadUI.SlotGroupButton;
         };
         if (afterFinished != null)
         {
             sceneVoidDelegate = (UIScene.SceneVoidDelegate)Delegate.Combine(sceneVoidDelegate, afterFinished);
         }
         SceneDirector.FadeEventSetColor(FadeMode.Sub, Color.black);
         base.Show(sceneVoidDelegate);
         this.currentSlot = -1;
         this.currentFile = -1;
         this.setSerialzeType(this.Type);
         this.screenFadePanel.depth = 7;
         this.DisplaySlot();
         this.DisplayHelp();
     }
 }
示例#7
0
文件: CardUI.cs 项目: ArtReeX/memoria
    public override void Show(UIScene.SceneVoidDelegate afterFinished = null)
    {
        UIScene.SceneVoidDelegate sceneVoidDelegate = delegate
        {
            PersistenSingleton <UIManager> .Instance.MainMenuScene.SubMenuPanel.SetActive(false);

            ButtonGroupState.SetPointerDepthToGroup(2, CardUI.CardGroupButton);
            ButtonGroupState.SetPointerOffsetToGroup(new Vector2(134f, 10f), CardUI.DiscardDialogButtonGroup);
            ButtonGroupState.ActiveGroup = CardUI.CardGroupButton;
        };
        if (afterFinished != null)
        {
            sceneVoidDelegate = (UIScene.SceneVoidDelegate)Delegate.Combine(sceneVoidDelegate, afterFinished);
        }
        SceneDirector.FadeEventSetColor(FadeMode.Sub, Color.black);
        base.Show(sceneVoidDelegate);
        this.FF9FCard_Build();
        this.DisplayInfo();
        this.DisplayHelp();
        this.DisplayCardList();
        this.DisplayCardDetail();
        this.DeleteSubmenuButton.SetActive(FF9StateSystem.MobilePlatform);
    }