Beispiel #1
0
 public LobbyRefresher(NetworkRelay networkRelay, LobbyMessageSender lobbySender, LobbyStateManager stateManager, ClientInfo info)
 {
     _networkRelay = networkRelay;
     _lobbySender  = lobbySender;
     _stateManager = stateManager;
     _info         = info;
 }
    public LobbyMenuManager(
        [Inject(Id = Identifiers.LobbyStartGameButton)]
        Button startGameButton,
        [Inject(Id = Identifiers.LobbyReadyButton)]
        Button readyButton,
        [Inject(Id = Identifiers.LobbyLeaveButton)]
        Button leaveButton,
        [Inject(Id = Identifiers.StartTextReady)]
        Text startTextReady,
        [Inject(Id = Identifiers.StartTextNotReady)]
        Text startTextNotReady,
        UnityClient client,
        ClientInfo clientInfo,
        ServerManager serverManager,
        LobbyMessageSender messageSender,
        LobbyStateManager lobbyStateManager,
        HostSceneManager sceneManager,
        IGameCycleController cycleController)
    {
        _readyButton      = readyButton;
        _leaveLobbyButton = leaveButton;
        _startGameButton  = startGameButton;

        _startTextReady    = startTextReady;
        _startTextNotReady = startTextNotReady;

        _client            = client;
        _clientInfo        = clientInfo;
        _sceneManager      = sceneManager;
        _cycleController   = cycleController;
        _serverManager     = serverManager;
        _messageSender     = messageSender;
        _lobbyStateManager = lobbyStateManager;
    }
Beispiel #3
0
 public LobbyClientMessageReceiver(
     NetworkRelay networkRelay,
     LobbyStateManager lobbyManager
     )
 {
     _networkRelay = networkRelay;
     _lobbyManager = lobbyManager;
 }
 public LobbyHostMessageReceiver(
     NetworkRelay relay,
     LobbyStateManager lobbyStateManager,
     LobbyMessageSender lobbyMessageSender
     )
 {
     _relay              = relay;
     _lobbyStateManager  = lobbyStateManager;
     _lobbyMessageSender = lobbyMessageSender;
 }
Beispiel #5
0
 private void KeepOnlyOneInstance()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
         return;
     }
 }