示例#1
0
        private bool SendHold(EventTriggerType trigger, Vector2 pos)
        {
            bool flag = false;

            ButtonEvent.Event[] holdEvents = this.GetHoldEvents(trigger);
            if (holdEvents != null)
            {
                for (int index = 0; index < holdEvents.Length; ++index)
                {
                    ButtonEvent.Event ev = holdEvents[index];
                    if (ev != null && !string.IsNullOrEmpty(ev.eventName) && this.isInteractable)
                    {
                        this.PlaySe(ev);
                        SerializeValueList serializeValueList = new SerializeValueList(ev.valueList);
                        serializeValueList.AddField("_self", ((Component)this).get_gameObject());
                        serializeValueList.AddField("_pos", pos);
                        if (ev.ignoreLock)
                        {
                            ButtonEvent.ForceInvoke(ev.eventName, (object)serializeValueList);
                        }
                        else
                        {
                            ButtonEvent.Invoke(ev.eventName, (object)serializeValueList);
                        }
                        flag = true;
                    }
                }
            }
            return(flag);
        }
示例#2
0
        private bool Send(ButtonEvent.Event[] evs, Vector2 pos, Vector2 vct)
        {
            bool flag = false;

            if (evs != null)
            {
                for (int index = 0; index < evs.Length; ++index)
                {
                    ButtonEvent.Event ev = evs[index];
                    if (!string.IsNullOrEmpty(ev.eventName) && this.isInteractable)
                    {
                        this.PlaySe(ev);
                        SerializeValueList serializeValueList = new SerializeValueList(ev.valueList);
                        serializeValueList.AddField("_self", ((Component)this).get_gameObject());
                        serializeValueList.AddField("_pos", pos);
                        serializeValueList.AddField("_vct", vct);
                        if (ev.ignoreLock)
                        {
                            ButtonEvent.ForceInvoke(ev.eventName, (object)serializeValueList);
                        }
                        else
                        {
                            ButtonEvent.Invoke(ev.eventName, (object)serializeValueList);
                        }
                        flag = true;
                    }
                }
            }
            return(flag);
        }
示例#3
0
        private void OnUnitSelect(long uniqueID)
        {
            if (!Object.op_Inequality((Object)this.mUnitListWindow, (Object)null) || !this.mUnitListWindow.IsEnabled())
            {
                return;
            }
            UnitListRootWindow rootWindow = this.mUnitListWindow.rootWindow;

            if (rootWindow == null || rootWindow.GetEditType() != UnitListWindow.EditType.DEFAULT)
            {
                return;
            }
            UnitListRootWindow.ListData listData = rootWindow.GetListData("unitlist");
            if (listData != null)
            {
                this.mCurrentTab           = rootWindow.GetCurrentTab();
                this.mCurrentTabAnchorePos = rootWindow.GetCurrentTabAnchore();
                this.mCurrentUnit          = uniqueID;
                this.mUEMain.UnitList      = listData.GetUniqs();
            }
            else
            {
                List <long>     longList = new List <long>();
                List <UnitData> units    = MonoSingleton <GameManager> .Instance.Player.Units;
                for (int index = 0; index < units.Count; ++index)
                {
                    longList.Add(units[index].UniqueID);
                }
                this.mUEMain.UnitList = longList;
            }
            this.mUEMain.Refresh(uniqueID, 0L, false);
            this.mUEMain.OnUserClose = new UnitEnhanceV3.CloseEvent(this.OnUEWindowClosedByUser);
            ButtonEvent.Invoke("UNITLIST_BTN_CLOSE", (object)null);
            this.mUnitListWindow.Enabled(false);
        }
        private void OnSelectCardUnitIcon()
        {
            SerializeValueList currentValue = FlowNode_ButtonEvent.currentValue as SerializeValueList;

            if (currentValue == null)
            {
                return;
            }
            string key = currentValue.GetString("select_unit");

            if (string.IsNullOrEmpty(key))
            {
                return;
            }
            UnitParam unitParam = MonoSingleton <GameManager> .Instance.GetUnitParam(key);

            if (unitParam == null)
            {
                return;
            }
            ((GachaResultUnitDetail)this.m_UnitDetail.GetComponent <GachaResultUnitDetail>()).Setup(this.CreateUnitData(unitParam));
            ButtonEvent.Invoke("CONCEPT_CARD_DETAIL_BTN_CLOSE", (object)null);
            this.m_Thumbnail.SetActive(false);
            this.m_UnitDetail.get_gameObject().SetActive(true);
            FlowNode_GameObject.ActivateOutputLinks((Component)this, this.OUT_UNITDETAIL);
        }
 public override void OnActivate(int pinID)
 {
     if (pinID != 100 || string.IsNullOrEmpty(this.EventName))
     {
         return;
     }
     if (this.Force)
     {
         ButtonEvent.ForceInvoke(this.EventName, (object)this.Value);
     }
     else
     {
         ButtonEvent.Invoke(this.EventName, (object)this.Value);
     }
     this.ActivateOutputLinks(1);
 }
 public override void OnClick(ContentNode node)
 {
     FriendPresentRootWindow.WantContent.clickItem = this.m_Accessor;
     ButtonEvent.Invoke("FRIENDPRESENT_WANTLIST_OPEN", (object)node);
 }