/// <summary> /// Flows to the GameplayView. /// Use this method to play transition effect on B window only. /// If you call Hide() on A window - it will hide with standard behaviour. /// Full Name: ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen /// </summary> /// <returns>GameplayView</returns> public virtual ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen FlowGameplayView(params object[] parameters) { ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen instance = null; var item = UnityEngine.UI.Windows.Plugins.Flow.FlowSystem.GetAttachItem(39, 25); if (item == null || item.transition == null) { instance = WindowSystem.Show <ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen>((window) => { window.SetFunctionIterationIndex(this.GetFunctionIterationIndex()); }, parameters); } else { instance = WindowSystem.Show <ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen>((window) => { window.SetFunctionIterationIndex(this.GetFunctionIterationIndex()); }, item.transition, item.transitionParameters, parameters); } return(instance); }
/// <summary> /// Flows to the GameplayHUD. /// Use this method to play transition effect on B window only. /// If you call Hide() on A window - it will hide with standard behaviour. /// Full Name: ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen /// </summary> /// <param name="gameplay">gameplay to OnParametersPass</param> /// <param name="onInstance">Calls after window created, but before any method called</param> /// <returns>GameplayHUD</returns> public virtual ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen FlowGameplayHUD(ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen gameplay, System.Action <ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen> onInstance) { return(this.INTERNAL_FlowGameplayHUD(false, (w) => w.OnParametersPass(gameplay), onInstance)); }
/// <summary> /// Flows to the GameplayHUD. /// Use this method to play transition effect on B window only. /// If you call Hide() on A window - it will hide with standard behaviour. /// Full Name: ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen /// </summary> /// <param name="gameplay">gameplay to OnParametersPass</param> /// <returns>GameplayHUD</returns> public virtual ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen FlowGameplayHUD(ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen gameplay) { return(this.INTERNAL_FlowGameplayHUD(false, (w) => w.OnParametersPass(gameplay))); }
/// <summary> /// Flows to the GameplayHUD. Async method. /// Hides current window and wait while it hidden, then flow. /// Use this method to play transition effect on both windows (A and B). /// Full Name: ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen /// </summary> /// <param name="gameplay">gameplay to OnParametersPass</param> /// <param name="onInstance">Calls after window created, but before any method called</param> /// <returns>GameplayHUD</returns> public virtual ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen FlowAsyncWaitHideGameplayHUD(System.Action <ExampleProject.UI.Gameplay.GameplayHUD.GameplayHUDScreen> onInstance, ExampleProject.UI.Gameplay.GameplayView.GameplayViewScreen gameplay) { return(this.INTERNAL_FlowGameplayHUD(true, true, true, (w) => w.OnParametersPass(gameplay), onInstance)); }