void OnEnterMainMenu(MainUIState state)
 {
     m_mainMenuObject = GameObject.Instantiate(m_mainMenuPrefab) as GameObject;
     m_mainMenuObject.transform.SetParent(gameObject.transform);
     m_mainMenuObject.GetComponent <RectTransform>().sizeDelta        = Vector2.zero;
     m_mainMenuObject.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
 }
 void OnEnterMainMenu(MainUIState state)
 {
     m_mainMenuObject = GameObject.Instantiate(m_mainMenuPrefab) as GameObject;
     m_mainMenuObject.transform.SetParent(gameObject.transform);
     m_mainMenuObject.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
     m_mainMenuObject.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
 }
	public void TransitionToState(MainUIState toState)
	{
          Debug.Log("Current State: " + toState.ToString());
		m_prevState = m_currentState;
		if (m_UIStates [(int)m_prevState].m_end != null)
			m_UIStates [(int)m_prevState].m_end (m_prevState);
		m_currentState = toState;
		m_UIStates [(int)m_currentState].m_begin (m_currentState);
	}
示例#4
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 public void TransitionToState(MainUIState toState)
 {
     Debug.Log("Current State: " + toState.ToString());
     m_prevState = m_currentState;
     if (m_UIStates [(int)m_prevState].m_end != null)
     {
         m_UIStates [(int)m_prevState].m_end(m_prevState);
     }
     m_currentState = toState;
     m_UIStates [(int)m_currentState].m_begin(m_currentState);
 }
 void OnExitFBLogin(MainUIState state)
 {
     Destroy(m_FBLoginObject);
 }
   void OnEnterFBLogin(MainUIState state)
 {
     m_FBLoginObject = GameObject.Instantiate(m_FBLoginPrefab) as GameObject;
     m_FBLoginObject.transform.parent = gameObject.transform;
     m_FBLoginObject.transform.localScale = Vector3.one;            
 }
 void OnExitMainMenu(MainUIState state)
 {
     Destroy(m_mainMenuObject);
 }
示例#8
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 public void UnRegisterForState(MainUIState registeredState, OnStateBegin begin, OnStateEnd end)
 {
     m_UIStates [(int)registeredState].m_begin -= begin;
     m_UIStates [(int)registeredState].m_end   -= end;
 }
	public void UnRegisterForState(MainUIState registeredState, OnStateBegin begin, OnStateEnd end)
	{
		m_UIStates [(int)registeredState].m_begin -= begin;
		m_UIStates [(int)registeredState].m_end -= end;
	}
 void OnExitFBLogin(MainUIState state)
 {
     Destroy(m_FBLoginObject);
 }
 void OnEnterFBLogin(MainUIState state)
 {
     m_FBLoginObject = GameObject.Instantiate(m_FBLoginPrefab) as GameObject;
     m_FBLoginObject.transform.parent     = gameObject.transform;
     m_FBLoginObject.transform.localScale = Vector3.one;
 }
 void OnExitMainMenu(MainUIState state)
 {
     Destroy(m_mainMenuObject);
 }