public void OnClick_HowToPlayGroup() { curHelpState = 0; ChooseHelpGroup(); Graphic[] mainMenuItems = mainMenuGroup.GetComponentsInChildren <Graphic>(true); for (int i = 0; i < mainMenuItems.Length; i++) { StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.15f, mainMenuItems[i], 0.05f * i)); } StartCoroutine(Fading.ChangeActivenessDelayed(mainMenuGroup, false, 1.5f)); Button[] mainMenuButtons = mainMenuGroup.GetComponentsInChildren <Button>(true); for (int i = 0; i < mainMenuButtons.Length; i++) { mainMenuButtons[i].interactable = false; //disable these buttons to prevent bugs } howToPlayGroup.SetActive(true); Graphic[] howToPlayItems = howToPlayGroup.GetComponentsInChildren <Graphic>(true); for (int i = 0; i < howToPlayItems.Length; i++) { StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.1f, howToPlayItems[i], 1f + 0.05f * i)); } Button[] howToPlayButtons = howToPlayGroup.GetComponentsInChildren <Button>(true); StartCoroutine(Fading.ChangeInteractivityDelayed(howToPlayButtons, true, 1f + 0.05f * howToPlayItems.Length)); //enable these buttons delayed to prevent bugs }
public void OnClick_InfoGroup() { curInfoState = 0; ChooseInfoGroup(); Graphic[] mainMenuItems = mainMenuGroup.GetComponentsInChildren <Graphic>(true); for (int i = 0; i < mainMenuItems.Length; i++) { StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.15f, mainMenuItems[i], 0.05f * i)); //fade main menu items } StartCoroutine(Fading.ChangeActivenessDelayed(mainMenuGroup, false, 1.5f)); //disable main menu group after it has been faded Button[] mainMenuButtons = mainMenuGroup.GetComponentsInChildren <Button>(true); for (int i = 0; i < mainMenuButtons.Length; i++) { mainMenuButtons[i].interactable = false; //disable these buttons to prevent bugs } infoGroup.SetActive(true); Graphic[] infoItems = infoGroup.GetComponentsInChildren <Graphic>(true); for (int i = 0; i < infoItems.Length; i++) { StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.1f, infoItems[i], 1.5f)); } Button[] infoButtons = infoGroup.GetComponentsInChildren <Button>(true); StartCoroutine(Fading.ChangeInteractivityDelayed(infoButtons, true, 1f)); //enable these buttons delayed to prevent bugs DataCenter.LoadData(); classic.t_lvls.text = string.Format("{0}", DataCenter.classic.lvlnumber); classic.t_won.text = string.Format("{0}", DataCenter.classic.wins); classic.t_lost.text = string.Format("{0}", DataCenter.classic.loses); classic.t_score.text = string.Format("{0}", DataCenter.classic.score); classic.t_record.text = string.Format("{0}", DataCenter.classic.record); timeattack.t_lvls.text = string.Format("{0}", DataCenter.timeattack.lvlnumber); timeattack.t_won.text = string.Format("{0}", DataCenter.timeattack.wins); timeattack.t_lost.text = string.Format("{0}", DataCenter.timeattack.loses); timeattack.t_score.text = string.Format("{0}", DataCenter.timeattack.score); timeattack.t_record.text = string.Format("{0}", DataCenter.timeattack.record); grid.t_lvls.text = string.Format("{0}", DataCenter.grid.complexity); grid.t_won.text = string.Format("{0}", DataCenter.grid.successfulAttempts); grid.t_lost.text = string.Format("{0}", DataCenter.grid.failedAttempts); grid.t_score.text = string.Format("{0}", DataCenter.grid.score); grid.t_record.text = string.Format("{0}", DataCenter.grid.record); t_overallscore.text = string.Format("{0}", DataCenter.overallscore); }
public void OnClick_BackToMainMenu(string group) { if (group.Equals("info")) { Graphic[] infoItems = infoGroup.GetComponentsInChildren <Graphic>(true); for (int i = 0; i < infoItems.Length; i++) { StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.1f, infoItems[i])); } StartCoroutine(Fading.ChangeActivenessDelayed(infoGroup, false, 1f)); Button[] infoButtons = infoGroup.GetComponentsInChildren <Button>(true); for (int i = 0; i < infoButtons.Length; i++) { infoButtons[i].interactable = false; //disable these buttons to prevent bugs } } else if (group.Equals("howtoplay")) { Graphic[] howToPlayItems = howToPlayGroup.GetComponentsInChildren <Graphic>(true); for (int i = 0; i < howToPlayItems.Length; i++) { StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.1f, howToPlayItems[i], 0.05f * i)); } StartCoroutine(Fading.ChangeActivenessDelayed(howToPlayGroup, false, 1f)); Button[] howToPlayButtons = howToPlayGroup.GetComponentsInChildren <Button>(true); for (int i = 0; i < howToPlayButtons.Length; i++) { howToPlayButtons[i].interactable = false; //disable these buttons to prevent bugs } } mainMenuGroup.SetActive(true); Graphic[] mainMenuItems = mainMenuGroup.GetComponentsInChildren <Graphic>(true); float delay = 1f; if (group.Equals("info")) { delay = 0f; } for (int i = 0; i < mainMenuItems.Length; i++) { StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.15f, mainMenuItems[i], delay + 0.05f * i)); } Button[] mainMenuButtons = mainMenuGroup.GetComponentsInChildren <Button>(true); StartCoroutine(Fading.ChangeInteractivityDelayed(mainMenuButtons, true, delay + 0.05f * mainMenuItems.Length)); //enable these buttons delayed to prevent bugs }