示例#1
0
        /** [シングルトン]constructor
         */
        private Ui()
        {
            //フォーカス。
            this.focus = new Focus();

            //ウィンドウリスト。
            this.windowlist = new Ui_WindowList();

            //target_list
            this.target_list = new System.Collections.Generic.LinkedList <Fee.Ui.OnTarget_CallBackInterface>();

            //target_add_list
            this.target_add_list = new System.Collections.Generic.List <Fee.Ui.OnTarget_CallBackInterface>();

            //target_remove_list
            this.target_remove_list = new System.Collections.Generic.List <Fee.Ui.OnTarget_CallBackInterface>();

            //ウィンドウレジュームリスト。
            this.windowresumelist = new Ui_WindowResumeList();

            //ダウン中ボタンインスタンス。
            this.down_button_instance = null;

            //プールリスト。
            this.pool_list_sprite_clip = new Pool.PoolList <Sprite2D_Clip>(0);
        }
示例#2
0
        /** [シングルトン]constructor
         */
        private Ui()
        {
            //ウィンドウリスト。
            this.windowlist = new Ui_WindowList();

            //target_list
            this.target_list = new System.Collections.Generic.LinkedList <Fee.Ui.OnTarget_CallBackInterface>();

            //target_add_list
            this.target_add_list = new System.Collections.Generic.List <Fee.Ui.OnTarget_CallBackInterface>();

            //target_remove_list
            this.target_remove_list = new System.Collections.Generic.List <Fee.Ui.OnTarget_CallBackInterface>();

            //ウィンドウレジュームリスト。
            this.windowresumelist = new Ui_WindowResumeList();

            //ダウン中ボタンインスタンス。
            this.down_button_instance = null;

            //プールリスト。
            this.pool_list_sprite_clip = new Pool.PoolList <Sprite_Clip>(0);

            //PlayerLoopType
            this.playerloop_flag = true;
            Fee.PlayerLoopSystem.PlayerLoopSystem.GetInstance().Add(Config.PLAYERLOOP_ADDTYPE, Config.PLAYERLOOP_TARGETTYPE, typeof(PlayerLoopType.Fee_Ui_Main), this.Main);
        }
示例#3
0
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Static Method: Assign Button
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    public static void AssignButton(ButtonType eButtonType, Button_Base button)
    {
        if (button != null)
        {
            bool bDeactivatebutton = false;
            switch (eButtonType)
            {
            case ButtonType.TITLE:  { sm_lTitleButtonsList.AddLast(button);         bDeactivatebutton = !sm_lTitleButtonsList.First.Value.enabled;  break; }

            case ButtonType.GAME:   { sm_lGameButtonsList.AddLast(button);          bDeactivatebutton = !sm_lGameButtonsList.First.Value.enabled;   break; }

            case ButtonType.MENU:   { sm_lMenuButtonsList.AddLast(button);          bDeactivatebutton = !sm_lMenuButtonsList.First.Value.enabled;           break; }

            default:                                { sm_lSettingsButtonsList.AddLast(button);      bDeactivatebutton = !sm_lSettingsButtonsList.First.Value.enabled;       break; }
            }

            // A button may become enabled for the first time after the ButtonManager has locked all ButtonInputs. If this is the case, disable the newly enabled button!
            if (bDeactivatebutton)
            {
                button.GetType().GetMethod("OnButtonDisable", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).Invoke(button, new object[] { true });
            }
        }
    }