public void OnT6ButtonB() { t6Selection = SELECTION.UNIDENTIFIED; T6ButtonA.color = new Color(255f, 255f, 255f); T6ButtonB.color = new Color(0, 255f, 0); T6ButtonC.color = new Color(255f, 255f, 255f); isT6Finished = true; }
public void OnT5ButtonC() { t5Selection = SELECTION.NO; T5ButtonA.color = new Color(255f, 255f, 255f); T5ButtonB.color = new Color(255f, 255f, 255f); T5ButtonC.color = new Color(0, 255f, 0); isT5Finished = true; }
public void OnT4ButtonA() { t4Selection = SELECTION.YES; T4ButtonA.color = new Color(0, 255f, 0); T4ButtonB.color = new Color(255f, 255f, 255f); T4ButtonC.color = new Color(255f, 255f, 255f); isT4Finished = true; }
public SELECTION getSelection() { SELECTION selection = SELECTION.NONE; if (this.step.get_current() == STEP.SELECTED) { selection = this.selection; } return(selection); }
void Update() { // ---------------------------------------------------------------- // // 다음 상태로 이행할지 체크합니다. switch(this.step.do_transition()) { case STEP.DISPATCH: { if(this.selection != SELECTION.NONE) { this.step.set_next(STEP.SELECTED); } } break; } // ---------------------------------------------------------------- // // 상태가 전환했을 때의 초기화. while(this.step.get_next() != STEP.NONE) { switch(this.step.do_initialize()) { case STEP.DISPATCH: { this.selection = SELECTION.NONE; CharacterRoot.get().getGameInput().appendForbiddenArea(this.input_forbidden_area); } break; case STEP.CLOSE: { CharacterRoot.get().getGameInput().removeForbiddenArea(this.input_forbidden_area); this.step.set_next(STEP.IDLE); } break; } } // ---------------------------------------------------------------- // // 각 상태에서의 실행 처리. switch(this.step.do_execution(Time.deltaTime)) { case STEP.IDLE: { } break; } }
void Update() { // ---------------------------------------------------------------- // // 다음 상태로 이행할지 체크합니다. switch (this.step.do_transition()) { case STEP.DISPATCH: { if (this.selection != SELECTION.NONE) { this.step.set_next(STEP.SELECTED); } } break; } // ---------------------------------------------------------------- // // 상태가 전환했을 때의 초기화. while (this.step.get_next() != STEP.NONE) { switch (this.step.do_initialize()) { case STEP.DISPATCH: { this.selection = SELECTION.NONE; CharacterRoot.get().getGameInput().appendForbiddenArea(this.input_forbidden_area); } break; case STEP.CLOSE: { CharacterRoot.get().getGameInput().removeForbiddenArea(this.input_forbidden_area); this.step.set_next(STEP.IDLE); } break; } } // ---------------------------------------------------------------- // // 각 상태에서의 실행 처리. switch (this.step.do_execution(Time.deltaTime)) { case STEP.IDLE: { } break; } }
public MasterLooterAddTypeTarget(MasterLooterBackpack backpack, Mobile from, SELECTION selection, Type previousType ) : base(18, false, TargetFlags.None) { this.backpack = backpack; this.previousType = previousType; this.selection = selection; if ( selection == SELECTION.ITEM_SELECTION ) from.SendMessage("Please select an item to loot."); else if ( selection == SELECTION.TYPE_SELECTION && previousType == null ) from.SendMessage("Please select the first item in order to look for common loot type."); else if ( selection == SELECTION.TYPE_SELECTION && previousType != null ) from.SendMessage("Please select the second item in order to look for common loot type."); }
// Start is called before the first frame update void Start() { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); soundManager = GameObject.Find("GameManager").GetComponent <SoundManager>(); pauseMenu = GameObject.Find("GameManager").GetComponent <PauseMenu>(); ui = GameObject.Find("GameManager").GetComponent <UserInterface>(); pauseButton = GameObject.Find("PauseButton").GetComponent <Button>(); pauseButton.onClick.AddListener(pauseMenu.pauseGame); // build variable state buildSelection = SELECTION.Invalid; buildState = false; // UI state creditWarning = false; timer = 0; creditWarningString = "We need more gold!"; guiStyle.normal.textColor = Color.red; guiStyle.fontSize = 20; }
public MasterLooterAddTypeTarget(MasterLooterBackpack backpack, Mobile from, SELECTION selection, Type previousType) : base(18, false, TargetFlags.None) { this.backpack = backpack; this.previousType = previousType; this.selection = selection; if (selection == SELECTION.ITEM_SELECTION) { from.SendMessage("Please select an item to loot."); } else if (selection == SELECTION.TYPE_SELECTION && previousType == null) { from.SendMessage("Please select the first item in order to look for common loot type."); } else if (selection == SELECTION.TYPE_SELECTION && previousType != null) { from.SendMessage("Please select the second item in order to look for common loot type."); } }
public MasterLooterAddTypeTarget(MasterLooterBackpack backpack, Mobile from, SELECTION selection) : this(backpack, from, selection, null) { }
public MasterStorageAddTypeTarget(MasterStorage backpack, Mobile from, SELECTION selection) : this(backpack, from, selection, null) { }
public SELECTION getSelection() { SELECTION selection = SELECTION.NONE; if(this.step.get_current() == STEP.SELECTED) { selection = this.selection; } return(selection); }
void OnGUI() { switch(this.step.get_current()) { case STEP.DISPATCH: { Color org_color = GUI.color; // 텍스처. GUI.color = new Color(1.0f, 1.0f, 1.0f, 0.5f); GUI.DrawTexture(this.input_forbidden_area, this.white_texture); // 텍스트. GUI.color = new Color(0.5f, 0.1f, 0.1f, 0.5f); GUI.Label(this.text_rect, text); GUI.color = org_color; if(GUI.Button(new Rect(190, 200, 100, 20), this.yes_text)) { this.selection = SELECTION.YES; } if(GUI.Button(new Rect(350, 200, 100, 20), this.no_text)) { this.selection = SELECTION.NO; } } break; } }
public void setSelection(SELECTION buildSelection) { this.buildSelection = buildSelection; }