public override void Execute() { optionsPresenter = GameObject.GetComponent <OptionsPresenter>(); optionsPresenter.ClearOptions(); // if (optionsPresenter == null) { Debug.Log("You need to add an OptionsPresenter if you want to show options", GameObject); DoneDelegate(this); return; } // This node can have fluent nodes in it that are not options // We execute them first before handling the options childQueue.Clear(); Children.ForEach(n => { if (!(n is OptionNode)) { childQueue.Enqueue(n); } }); if (childQueue.Count == 0) { optionsPresenter.SetupOptions(this); } else { HandleNextNode(); } }
public override void Execute() { OptionsPresenter optionsPresenter = GameObject.GetComponent <OptionsPresenter>(); if (optionsPresenter == null) { Debug.Log("You need to add an OptionsPresenter if you want to close it", GameObject); return; } optionsPresenter.End(); }
public override void Execute() { if (gameObjectToHide != null) { gameObjectToHide.SetActive(false); Done(); return; } OptionsPresenter optionsPresenter = GameObject.GetComponent <OptionsPresenter>(); if (optionsPresenter == null) { Debug.Log("You need to add an OptionsPresenter if you want to hide it", GameObject); return; } optionsPresenter.Hide(); Done(); }
public override void Execute() { if (gameObjectToShow != null) { gameObjectToShow.SetActive(true); Done(); return; } OptionsPresenter optionsPresenter = GameObject.GetComponent <OptionsPresenter>(); if (optionsPresenter == null) { Debug.Log("You need to add an OptionsPresenter if you want to show it", GameObject); return; } optionsPresenter.Show(); Done(); }