示例#1
0
 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;
 }
示例#2
0
 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;
 }
示例#3
0
 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;
 }
示例#4
0
    public SELECTION        getSelection()
    {
        SELECTION selection = SELECTION.NONE;

        if (this.step.get_current() == STEP.SELECTED)
        {
            selection = this.selection;
        }

        return(selection);
    }
示例#5
0
	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;
		}
	}
示例#6
0
    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;
        }
    }
示例#7
0
		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.");

		}
示例#8
0
 // 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.");
     }
 }
示例#10
0
		public MasterLooterAddTypeTarget(MasterLooterBackpack backpack, Mobile from, SELECTION selection) : this(backpack, from, selection, null) { }
 public MasterLooterAddTypeTarget(MasterLooterBackpack backpack, Mobile from, SELECTION selection) : this(backpack, from, selection, null)
 {
 }
示例#12
0
 public MasterStorageAddTypeTarget(MasterStorage backpack, Mobile from, SELECTION selection) : this(backpack, from, selection, null)
 {
 }
示例#13
0
	public SELECTION	getSelection()
	{
		SELECTION	selection = SELECTION.NONE;

		if(this.step.get_current() == STEP.SELECTED) {

			selection = this.selection;
		}

		return(selection);
	}
示例#14
0
	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;
		}
	}
示例#15
0
 public void setSelection(SELECTION buildSelection)
 {
     this.buildSelection = buildSelection;
 }