RedFox3D
RedFox3D
CC#
Created by RedFox3D on 3/19/2025 in #help
Private bool gets changed
For some reason, that i dont understand, it doesnt work
5 replies
CC#
Created by RedFox3D on 3/19/2025 in #help
Private bool gets changed
If i open a Overlay, i wanna disable it with my next right click
5 replies
CC#
Created by RedFox3D on 3/19/2025 in #help
Private bool gets changed
After a single Frame (i tested it with update) _isOverlayOpen gets set to "false"
5 replies
CC#
Created by RedFox3D on 3/19/2025 in #help
Private bool gets changed
C++


private IEnumerator HoldCheck()
{
yield return new WaitForSeconds(timetoWaitForNewRightClick);
_isHolding = false;
_pressedObject = null;
}

private void OpenOverlay()
{
switch (gameObject.tag)
{
case "Card":
CardOverlayManager.Instance.OpenOverlay(gameObject);
_isOverlayOpen = true;
Debug.LogWarning("Öffne das KartenOverlay Und änder Zustand zu true!" + _isOverlayOpen);
break;
case "Deck":
_areaOverlayManager.OpenDeckOverlay(deckManager.GetContent());
_isAreaOverlayOpen = true;
Debug.Log("Öffne das DeckOverlay");
break;
case "Discard":
_areaOverlayManager.OpenDiscardOverlay(discardManager.GetContent());
_isAreaOverlayOpen = true;
Debug.Log("Öffne das Discard Overlay");
break;
case "Tile":
Debug.Log("Öffne das Tile Overlay");
break;
case "UnitIcon":
Debug.Log("Öffne das Tile Overlay");
break;
default:
Debug.Log("Kein bekanntes Overlay vorhanden");
break;
}
}

public bool IsOverlayOpen()
{
return _isOverlayOpen && _isAreaOverlayOpen;
}
}
C++


private IEnumerator HoldCheck()
{
yield return new WaitForSeconds(timetoWaitForNewRightClick);
_isHolding = false;
_pressedObject = null;
}

private void OpenOverlay()
{
switch (gameObject.tag)
{
case "Card":
CardOverlayManager.Instance.OpenOverlay(gameObject);
_isOverlayOpen = true;
Debug.LogWarning("Öffne das KartenOverlay Und änder Zustand zu true!" + _isOverlayOpen);
break;
case "Deck":
_areaOverlayManager.OpenDeckOverlay(deckManager.GetContent());
_isAreaOverlayOpen = true;
Debug.Log("Öffne das DeckOverlay");
break;
case "Discard":
_areaOverlayManager.OpenDiscardOverlay(discardManager.GetContent());
_isAreaOverlayOpen = true;
Debug.Log("Öffne das Discard Overlay");
break;
case "Tile":
Debug.Log("Öffne das Tile Overlay");
break;
case "UnitIcon":
Debug.Log("Öffne das Tile Overlay");
break;
default:
Debug.Log("Kein bekanntes Overlay vorhanden");
break;
}
}

public bool IsOverlayOpen()
{
return _isOverlayOpen && _isAreaOverlayOpen;
}
}
5 replies