private static void onUiStateChanged(ClientUIStates newState)
 {
     if (isSpectating && newState != ClientUIStates.PlayingGame)
     {
         stopSpectating();
     }
 }
Beispiel #2
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 private static void UIStateChanged(ClientUIStates state)
 {
     if (state == ClientUIStates.GameLobby)
     {
         stopSinglePlayerGame();
     }
 }
Beispiel #3
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 private void onUIChanged(ClientUIStates state)
 {
     if (state != ClientUIStates.PlayingGame)
     {
         gameOver = false;
     }
 }
        private void setUIState(ClientUIStates state)
        {
            singleton.lobbyPanels.SetActive(state != ClientUIStates.PlayingGame);
            if (state != ClientUIStates.PlayingGame)
            {
                AdminUpdateManager.stopSpectating();
            }

            switch (state)
            {
            case ClientUIStates.GameLobby:
                singleton.setPanelStates(false, true);
                break;

            case ClientUIStates.LoginMenu:
                singleton.setPanelStates(true, false);
                break;

            case ClientUIStates.PlayingTournament:
            case ClientUIStates.Stats:
                singleton.setPanelStates(false, false);
                break;
            }


            if (onAdminUIStateChanged != null)
            {
                onAdminUIStateChanged.Invoke(state);
            }
        }
Beispiel #5
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 private static void UIStateChanged(ClientUIStates state)
 {
     if (currentlyPlayingGame && state != ClientUIStates.PlayingGame)
     {
         Msf.Connection.SendMessage((short)ServerCommProtocl.PlayerLeftPreGame, gameSpecs.roomID);
         currentlyPlayingGame = false;
     }
 }
        private void onUiStateChanged(ClientUIStates newState)
        {
            if (isCurrentlyInChat && isInLobby(newState) == false)
                exitChat();
            else if (isCurrentlyInChat == false && isInLobby(newState))
                enterChat();

            isCurrentlyInChat = isInLobby(newState);
        }
 private void UIStateChanged(ClientUIStates state)
 {
     if (state != ClientUIStates.PlayingGame && playingGame)
     {
         onLeftGame();
     }
     else if (state == ClientUIStates.PlayingGame)
     {
         playingGame = true;
     }
 }
        public static void requestGotoState(ClientUIStates newState, Action onLoad = null)
        {
            onLoadActions.Clear();
            if (onLoad != null)
            {
                onLoadActions.Add(onLoad);
            }

            singleton.setUIState(newState);
            if (SceneManager.GetActiveScene().name != statesToScenes[newState])
            {
                SceneManager.LoadScene(statesToScenes[newState]);
            }
        }
Beispiel #9
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        public static void setUIState(ClientUIStates state)
        {
            switch (state)
            {
            case ClientUIStates.LobbyBrowser:
                setMenuPanels(false, true, false);
                setLobbyPanels(false, true, false);
                break;

            case ClientUIStates.GameLobby:
                setMenuPanels(false, true, false);
                setLobbyPanels(true, false, false);
                currentAcountInfo = Msf.Client.Auth.AccountInfo;
                break;

            case ClientUIStates.PreGame:
                setMenuPanels(false, true, false);
                setLobbyPanels(false, false, false);
                break;

            case ClientUIStates.LoginMenu:
                setMenuPanels(true, false, false);
                setLobbyPanels(false, false, false);
                break;

            case ClientUIStates.PreTournament:
                setMenuPanels(false, false, false);
                setLobbyPanels(false, false, true);
                break;

            case ClientUIStates.PlayingTournament:
            case ClientUIStates.PlayingGame:
                setMenuPanels(false, false, false);
                setLobbyPanels(false, false, false);
                break;
            }


            if (state != ClientUIStates.PlayingGame)
            {
                dissconnectFromGameRoom();
            }

            currentState = state;
            if (onUIStateChanged != null)
            {
                onUIStateChanged.Invoke(state);
            }
        }
Beispiel #10
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 public void UIStateChanged(ClientUIStates newState)
 {
     if (newState == ClientUIStates.LoginMenu)
     {
         stateSwitch(MenuBarState.noInfoNorProfile);
     }
     else if (newState == ClientUIStates.GameLobby)
     {
         stateSwitch(MenuBarState.noInfo);
     }
     else
     {
         stateSwitch(MenuBarState.allActive);
     }
 }
Beispiel #11
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        private void onUiStateChanged(ClientUIStates state)
        {
            bool exitedChat = false, enteredChat = false;

            if (state == ClientUIStates.GameLobby || state == ClientUIStates.PreGame)
            {
                if (isCurrentlyInChat == false)
                {
                    enteredChat       = true;
                    isCurrentlyInChat = true;
                }
            }
            else if (isCurrentlyInChat)
            {
                exitedChat        = true;
                isCurrentlyInChat = false;
            }

            AccountInfoPacket currentAcountInfo = ClientUIOverlord.getCurrentAcountInfo();
            AlbotChatMsg      msg = new AlbotChatMsg()
            {
                icon = int.Parse(currentAcountInfo.Properties [AlbotDictKeys.icon]), username = currentAcountInfo.Username
            };

            if (enteredChat)
            {
                for (int i = MessagesList.transform.childCount; i > 1; i--)
                {
                    Destroy(MessagesList.transform.GetChild(i - 1).gameObject);
                }

                Msf.Connection.SendMessage((short)ServerCommProtocl.LobbyPlayerEnter, msg);
            }
            else if (exitedChat)
            {
                Msf.Connection.SendMessage((short)ServerCommProtocl.LobbyPlayerLeft, msg);
                clearList();
            }
        }
 private bool isInLobby(ClientUIStates state)
 {
     return state == ClientUIStates.GameLobby || state == ClientUIStates.LobbyBrowser || state == ClientUIStates.PreGame;
 }
 private void UIStateChanged(ClientUIStates state)
 {
     logoutButton.gameObject.SetActive(state != ClientUIStates.LoginMenu);
     gameLobbyButton.gameObject.SetActive(state == ClientUIStates.PlayingGame || state == ClientUIStates.Stats);
     statsButton.gameObject.SetActive(state != ClientUIStates.LoginMenu || state == ClientUIStates.Stats);
 }