// 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() ;
	}
示例#3
0
    // 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 ;
	}
示例#5
0
    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;
    }
示例#6
0
    // 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;
        }
    }