// Update is called once per frame void Update () { switch( m_State ) { case MessageQueueState.UnActive : if( m_MessageQueue.Count > 0 ) { // show another one string messageShow = m_MessageQueue.Dequeue() ; StartShow( m_GUITextPtr , messageShow ) ; m_State = MessageQueueState.InDisplay ; } break ; case MessageQueueState.InDisplay : if( Time.timeSinceLevelLoad > m_StartFadeoutTime ) { m_State = MessageQueueState.InFadeOut ; } break ; case MessageQueueState.InFadeOut : UpdateFadeOut( m_GUITextPtr , Time.timeSinceLevelLoad - m_StartFadeoutTime , m_FadeoutSec ) ; if( Time.timeSinceLevelLoad > m_StopTime ) { if( null != m_GUITextPtr ) m_GUITextPtr.enabled = false ; m_State = MessageQueueState.UnActive ; } break ; } }
// Use this for initialization void Start () { m_State = MessageQueueState.UnActive ; if( null == m_GUITextPtr ) InitializeMessageText() ; }
// Use this for initialization void Start() { m_State = MessageQueueState.UnActive; if (null == m_GUITextPtr) { InitializeMessageText(); } }
public void CloseMessageNow( GUIText _guiText ) { if( null == _guiText ) _guiText = m_GUITextPtr ; if( null == _guiText ) return ; // Debug.Log( "CloseMessageNow" ) ; _guiText.enabled = false ; m_State = MessageQueueState.UnActive ; }
public void CloseMessageNow(GUIText _guiText) { if (null == _guiText) { _guiText = m_GUITextPtr; } if (null == _guiText) { return; } // Debug.Log( "CloseMessageNow" ) ; _guiText.enabled = false; m_State = MessageQueueState.UnActive; }
// Update is called once per frame void Update() { switch (m_State) { case MessageQueueState.UnActive: if (m_MessageQueue.Count > 0) { // show another one string messageShow = m_MessageQueue.Dequeue(); StartShow(m_GUITextPtr, messageShow); m_State = MessageQueueState.InDisplay; } break; case MessageQueueState.InDisplay: if (Time.timeSinceLevelLoad > m_StartFadeoutTime) { m_State = MessageQueueState.InFadeOut; } break; case MessageQueueState.InFadeOut: UpdateFadeOut(m_GUITextPtr, Time.timeSinceLevelLoad - m_StartFadeoutTime, m_FadeoutSec); if (Time.timeSinceLevelLoad > m_StopTime) { if (null != m_GUITextPtr) { m_GUITextPtr.enabled = false; } m_State = MessageQueueState.UnActive; } break; } }