本文整理汇总了C#中AC.IsEnabled方法的典型用法代码示例。如果您正苦于以下问题:C# AC.IsEnabled方法的具体用法?C# AC.IsEnabled怎么用?C# AC.IsEnabled使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AC
的用法示例。
在下文中一共展示了AC.IsEnabled方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: UpdateMenu
private void UpdateMenu(AC.Menu menu)
{
Vector2 invertedMouse = KickStarter.playerInput.GetInvertedMouse ();
UpdateMenuPosition (menu, invertedMouse);
menu.HandleTransition ();
if (KickStarter.settingsManager.inputMethod == InputMethod.KeyboardOrController && menu.IsEnabled ())
{
KickStarter.playerInput.InputControlMenu (menu);
}
if (menu.appearType == AppearType.Manual)
{
if (menu.IsVisible () && !menu.isLocked && menu.IsPointInside (invertedMouse) && !menu.ignoreMouseClicks)
{
foundMouseOverMenu = true;
}
}
else if (menu.appearType == AppearType.DuringGameplay)
{
if (KickStarter.stateHandler.gameState == GameState.Normal && !menu.isLocked)
{
if (menu.IsOff ())
{
menu.TurnOn (true);
}
if (menu.IsOn () && menu.IsPointInside (invertedMouse))
{
foundMouseOverMenu = true;
}
}
else if (KickStarter.stateHandler.gameState == GameState.Paused)
{
menu.TurnOff (true);
}
//else if (KickStarter.stateHandler.gameState != GameState.Normal && menu.IsOn () && (KickStarter.actionListManager.AreActionListsRunning () || KickStarter.playerInput.activeConversation != null))
else if (menu.IsOn () && KickStarter.actionListManager.IsGameplayBlocked ())
{
menu.TurnOff (true);
}
}
else if (menu.appearType == AppearType.MouseOver)
{
if (KickStarter.stateHandler.gameState == GameState.Normal && !menu.isLocked && menu.IsPointInside (invertedMouse))
{
if (menu.IsOff ())
{
menu.TurnOn (true);
}
if (!menu.ignoreMouseClicks)
{
foundMouseOverMenu = true;
}
}
else if (KickStarter.stateHandler.gameState == GameState.Paused)
{
menu.ForceOff ();
}
else
{
menu.TurnOff (true);
}
}
else if (menu.appearType == AppearType.OnContainer)
{
if (KickStarter.playerInput.activeContainer != null && !menu.isLocked && (KickStarter.stateHandler.gameState == GameState.Normal || (KickStarter.stateHandler.gameState == AC.GameState.Paused && menu.pauseWhenEnabled)))
{
if (menu.IsVisible () && menu.IsPointInside (invertedMouse) && !menu.ignoreMouseClicks)
{
foundMouseOverMenu = true;
}
menu.TurnOn (true);
}
else
{
menu.TurnOff (true);
}
}
else if (menu.appearType == AppearType.DuringConversation)
{
if (KickStarter.playerInput.activeConversation != null && KickStarter.stateHandler.gameState == GameState.DialogOptions)
{
menu.TurnOn (true);
}
else if (KickStarter.stateHandler.gameState == GameState.Paused)
{
menu.ForceOff ();
}
else
{
menu.TurnOff (true);
}
}
//.........这里部分代码省略.........
示例2: CrossFade
/**
* <summary>Crossfades to a Menu. Any other Menus will be turned off.</summary>
* <param name = "_menuTo">The Menu to crossfade to</param>
*/
public void CrossFade(AC.Menu _menuTo)
{
if (_menuTo.isLocked)
{
Debug.Log ("Cannot crossfade to menu " + _menuTo.title + " as it is locked.");
}
else if (!_menuTo.IsEnabled())
{
// Turn off all other menus
crossFadeFrom = null;
foreach (AC.Menu menu in menus)
{
if (menu.IsVisible ())
{
if (menu.appearType == AppearType.OnHotspot || menu.fadeSpeed == 0)
{
menu.ForceOff ();
}
else
{
menu.TurnOff (true);
crossFadeFrom = menu;
}
}
else
{
menu.ForceOff ();
}
}
if (crossFadeFrom != null)
{
crossFadeTo = _menuTo;
}
else
{
_menuTo.TurnOn (true);
}
}
}
示例3: DrawMenu
private void DrawMenu(AC.Menu menu, int languageNumber)
{
Color tempColor = GUI.color;
bool isACMenu = !menu.IsUnityUI ();
if (menu.IsEnabled ())
{
if (!menu.HasTransition () && menu.IsFading ())
{
// Stop until no longer "fading" so that it appears in right place
return;
}
if (isACMenu)
{
if (menu.transitionType == MenuTransition.Fade || menu.transitionType == MenuTransition.FadeAndPan)
{
tempColor.a = 1f - menu.GetFadeProgress ();//menu.Get//menu.transitionProgress;
GUI.color = tempColor;
}
else
{
tempColor.a = 1f;
GUI.color = tempColor;
}
menu.StartDisplay ();
}
foreach (MenuElement element in menu.elements)
{
if (element.isVisible)
{
if (isACMenu)
{
SetStyles (element);
}
for (int i=0; i<element.GetNumSlots (); i++)
{
if (menu.IsEnabled () && KickStarter.stateHandler.gameState != GameState.Cutscene && KickStarter.settingsManager.SelectInteractionMethod () == SelectInteractions.CyclingMenuAndClickingHotspot && menu.appearType == AppearType.OnInteraction)
{
if (element is MenuInteraction)
{
MenuInteraction menuInteraction = (MenuInteraction) element;
if (menuInteraction.iconID == KickStarter.playerInteraction.GetActiveUseButtonIconID ())
{
if (KickStarter.cursorManager.addHotspotPrefix)
{
if (KickStarter.runtimeInventory.hoverItem != null)
{
hotspotLabel = KickStarter.cursorManager.GetLabelFromID (menuInteraction.iconID, languageNumber) + KickStarter.runtimeInventory.hoverItem.GetLabel (languageNumber);
}
else
{
hotspotLabel = KickStarter.cursorManager.GetLabelFromID (menuInteraction.iconID, languageNumber) + KickStarter.playerInteraction.GetLabel (languageNumber);
}
}
if (isACMenu)
{
element.Display (highlightedStyle, i, menu.GetZoom (), true);
}
}
else
{
if (isACMenu)
{
element.Display (normalStyle, i, menu.GetZoom (), false);
}
}
}
else if (element is MenuInventoryBox)
{
MenuInventoryBox menuInventoryBox = (MenuInventoryBox) element;
if (menuInventoryBox.inventoryBoxType == AC_InventoryBoxType.HotspotBased && menuInventoryBox.items[i].id == KickStarter.playerInteraction.GetActiveInvButtonID ())
{
if (KickStarter.cursorManager.addHotspotPrefix)
{
hotspotLabel = KickStarter.runtimeInventory.GetHotspotPrefixLabel (menuInventoryBox.GetItem (i), menuInventoryBox.GetLabel (i, languageNumber), languageNumber);
if (KickStarter.runtimeInventory.selectedItem != null)
{
hotspotLabel += KickStarter.runtimeInventory.selectedItem.GetLabel (languageNumber);
}
else
{
hotspotLabel += KickStarter.playerInteraction.GetLabel (languageNumber);
}
}
if (isACMenu)
{
element.Display (highlightedStyle, i, menu.GetZoom (), true);
}
}
else if (isACMenu)
{
element.Display (normalStyle, i, menu.GetZoom (), false);
}
}
//.........这里部分代码省略.........