Remove use of animator in UI.

This commit is contained in:
2023-11-10 14:48:17 +08:00
parent b50f771d6e
commit a19a3d9b81

View File

@@ -13,8 +13,6 @@ namespace Cryville.Crtr.UI {
[SerializeField]
ResourceBrowserMaster m_browserMaster;
[SerializeField]
Animator m_targetAnimator;
[SerializeField]
ProgressBar m_progressBar;
[SerializeField]
PropertyMasterPanel m_settingsPanel;
@@ -47,21 +45,16 @@ namespace Cryville.Crtr.UI {
m_progressBar.value = totalTasks == 0 ? 1 : (1 - (float)taskCount / totalTasks);
if (taskCount == 0) {
initialized = true;
m_targetAnimator.SetTrigger("T_Main");
// TODO Show main
}
}
if (unity::Input.GetKeyDown(KeyCode.Escape)) {
if (m_targetAnimator != null) Back();
Back();
}
}
private static string animatorState = null;
void OnDisable() {
animatorState = m_targetAnimator.GetCurrentAnimatorClipInfo(0)[0].clip.name;
}
void OnEnable() {
Application.targetFrameRate = 60;
if (animatorState != null) m_targetAnimator.PlayInFixedTime(animatorState, 0, 0);
Game.ResumeBackgroundTasks();
}
#pragma warning restore IDE0051
@@ -76,7 +69,6 @@ namespace Cryville.Crtr.UI {
if (obj.activeInHierarchy) return;
}
if (m_browserMaster.Back()) return;
m_targetAnimator.SetTrigger("G_Back");
if (_uiStack.Count <= 1) return;
_uiStack.Pop();
m_title.SetText(_uiStack.Peek());