示例#1
0
 private void GetAllCamChilds()
 {
     camChild         = new Transform[amountOfCamChildObj];
     camChildBtnSlots = new Transform[amountOfCamBtnSlots];
     if (Camera.main.transform != null)
     {
         for (int i = 0; i < Camera.main.transform.childCount; i++)
         {
             camChild[i] = Camera.main.transform.GetChild(i);
             if (i < amountOfCamBtnSlots)
             {
                 camChildBtnSlots[i] = Camera.main.transform.GetChild(i);
             }
         }
         //DISABLEs the col the slots in cam child // + doc in the top comments
         UColi.SetColiState(camChildBtnSlots, H.Disable);
     }
 }
示例#2
0
 /// <summary>
 /// will close current menu .. if was in pause the game will fire up the still btns
 /// </summary>
 /// <param name="forcedP">need to be forced only if the game is paused</param>
 private void CloseCurrentMenu(bool forcedP = false)
 {
     if (!Settings.ISPAUSED || forcedP)
     {
         for (int i = 0; i < btnArray.Length; i++)
         {
             if (btnArray[i] != null)
             {
                 btnArray[i].Destroy2dBtn();
             }
         }
         SetBtnsAndNameThem(howManyBtns);
         UpdateList();
         MenuHandler.CREATEMENU = true;
         //DISABLEs the col the slots in cam child // + doc in the top comments
         UColi.SetColiState(camChildBtnSlots, H.Disable);
     }
 }
示例#3
0
    /// <summary>
    /// spawns Set of buttons based on which menu was passed
    /// </summary>
    /// <param name="whichMenu">Which menu will be spawn </param>
    /// <param name="fadeSpeedPass"></param>
    /// <param name="slotsP">if we are sending an array of slotP[] then we will assign it mannually the
    /// slots in the camera to the new 2d Btns</param>
    private void SpawnSetMenu(string whichMenu, float fadeSpeedPass = 25f, int[] slotsP = null)
    {
        //we are looking for the a set of obj tht are stored in the list myMenuSets as a list as well
        int listIndex = Root.ReturnListNumber(whichMenu);

        howManyBtns = Root.myMenuSets[listIndex].Count - 1; /*bz last one is spawner*/
        int max = Root.myMenuSets[listIndex].Count - 2;     //use it for find the middle one

        SetBtnsAndNameThem(howManyBtns);

        if (MenuHandler.CREATEMENU)
        {
            for (int i = 0; i < howManyBtns; i++)
            {
                btnArray[i] = (Btn2D)General.Create(Root.myMenuSets[listIndex][i]);

                //if slots is null we will assign slots in the camera child btn automatically
                //defined in SetBtnsAndNameThem() only useful for 3 or 5
                if (slotsP == null)
                {
                    btnArray[i].MyTransform = setOfBtn[i];
                }
                //if we are sending an array of slotP[] then we will assign it mannually the
                //slots in the camera to the new 2d Btns
                else
                {
                    btnArray[i].MyTransform = camChildBtnSlots[slotsP[i]];
                }

                btnArray[i].StartMaterial();
                btnArray[i].FadeSpeedProp = fadeSpeedPass;
            }
            UpdateList();
            MenuHandler.CREATEMENU = false;
            //enables the col the slots in cam child// + doc in the top comments
            UColi.SetColiState(camChildBtnSlots, H.Enable);
        }
    }