Beispiel #1
0
    public void BackToMainMenu()
    {
        if (gameSettings.valueChanged)
        {
            string      title     = "UNSAVED CHANGES";
            string      message   = "There are unsaved changes in the settings. Would you like to apply them first?";
            UnityAction yesAction = () =>
            {
                ApplySettings();
                mainMenuHandler.GoToMainMenu();
                Destroy(mainMenuHandler.dialogInstance);
                MainMenuHandler.EnableInputReceive();
            };
            UnityAction noAction = () =>
            {
                ResetSettings();
                mainMenuHandler.GoToMainMenu();
                Destroy(mainMenuHandler.dialogInstance);
                MainMenuHandler.EnableInputReceive();
            };

            mainMenuHandler.ShowConfirmDialog(title, message, yesAction, noAction);
        }
        else
        {
            mainMenuHandler.GoToMainMenu();
        }
    }
Beispiel #2
0
    public void Quit()
    {
        MainMenuHandler.DisableInputReceive();

        string title   = "QUIT";
        string message = "Do you really want to quit?";

        if (Network.isServer)
        {
            message += " Other players will immediately get disconnected.";
        }
        UnityAction yesAction = () =>
        {
            FindObjectOfType <GameManager>().LoadLevel("Main Menu", 0);
            Network.Disconnect(200);
        };
        UnityAction noAction = () =>
        {
            Destroy(confirmDialogInstance);
            confirmDialogInstance = null;
            MainMenuHandler.EnableInputReceive();
        };

        confirmDialogInstance = Instantiate(confirmDialogPrefab);
        ConfirmBox confirmDialogInfo = confirmDialogInstance.GetComponent <ConfirmBox>();

        confirmDialogInfo.title.text   = title;
        confirmDialogInfo.message.text = message;
        confirmDialogInfo.yesButton.onClick.AddListener(yesAction);
        confirmDialogInfo.noButton.onClick.AddListener(noAction);
    }
Beispiel #3
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     foreach (NetworkView networkView in FindObjectsOfType <NetworkView>())
     {
         if (networkView.stateSynchronization != NetworkStateSynchronization.Off)
         {
             Destroy(networkView.gameObject);
         }
     }
     if (Network.isClient)
     {
         if (info == NetworkDisconnection.Disconnected)
         {
             MainMenuHandler.DisableAllCanvases();
             string      title    = "SERVER CLOSED";
             string      message  = "The host left the game.";
             UnityAction okAction = () =>
             {
                 Destroy(mainMenuHandler.dialogInstance);
                 MainMenuHandler.EnableInputReceive();
                 mainMenuHandler.GoToMainMenu();
             };
             mainMenuHandler.ShowErrorDialog(title, message, okAction);
         }
     }
 }
Beispiel #4
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    public void PlayerNameOK()
    {
        if (mainMenuHandler.dialogInstance.GetComponent <TextInputBox>().inputField.text != "")
        {
            ApplyPlayerName(mainMenuHandler.dialogInstance.GetComponent <TextInputBox>().inputField.text);

            Destroy(mainMenuHandler.dialogInstance);
            MainMenuHandler.EnableInputReceive();
        }
    }
Beispiel #5
0
    void OnConnectedToServer()
    {
        Destroy(mainMenuHandler.dialogInstance);
        MainMenuHandler.EnableInputReceive();

        enabled = false;
        GetComponent <LobbyManager>().enabled = true;
        GetComponent <MenuLobby>().enabled    = true;
        Network.Instantiate(mainMenuHandler.playerInfoPrefab, Vector3.zero, Quaternion.identity, 0);
    }
Beispiel #6
0
    private void ErrorTeamNotSelected()
    {
        string      title    = "ERROR";
        string      message  = "Not all players are in a team. Wait for them to choose a team.";
        UnityAction okAction = () =>
        {
            MainMenuHandler.EnableInputReceive();
            Destroy(mainMenuHandler.dialogInstance);
        };

        mainMenuHandler.ShowErrorDialog(title, message, okAction);
    }
Beispiel #7
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    public void BackToPauseMenu()
    {
        if (gameSettings.valueChanged)
        {
            string      title     = "UNSAVED CHANGES";
            string      message   = "There are unsaved changes in the settings. Would you like to apply them first?";
            UnityAction yesAction = () =>
            {
                ApplySettings();
                FindObjectOfType <UIPauseMenu>().pauseCanvas.enabled = true;
                settingsCanvas.enabled = false;
                Destroy(dialogInstance);
                dialogInstance = null;
                MainMenuHandler.EnableInputReceive();
            };
            UnityAction noAction = () =>
            {
                ResetSettings();
                FindObjectOfType <UIPauseMenu>().pauseCanvas.enabled = true;
                settingsCanvas.enabled = false;
                Destroy(dialogInstance);
                dialogInstance = null;
                MainMenuHandler.EnableInputReceive();
            };

            MainMenuHandler.DisableInputReceive();
            dialogInstance = Instantiate(confirmDialogBox);

            ConfirmBox confirmDialogInfo = dialogInstance.GetComponent <ConfirmBox>();
            confirmDialogInfo.title.text   = title;
            confirmDialogInfo.message.text = message;
            confirmDialogInfo.yesButton.onClick.AddListener(yesAction);
            confirmDialogInfo.noButton.onClick.AddListener(noAction);
        }
        else
        {
            FindObjectOfType <UIPauseMenu>().pauseCanvas.enabled = true;
            settingsCanvas.enabled = false;
        }
    }
Beispiel #8
0
    private void ErrorTooManyOfSameKart(GameModeTeams teams)
    {
        string title   = "ERROR";
        string message = "";

        switch (teams)
        {
        case GameModeTeams.None:
            message = "Two other players have already selected this kart. Choose something else.";
            break;

        case GameModeTeams.Two:
            message = "Your teammate has already selected this kart. Choose something else.";
            break;
        }
        UnityAction okAction = () =>
        {
            MainMenuHandler.EnableInputReceive();
            Destroy(mainMenuHandler.dialogInstance);
        };

        mainMenuHandler.ShowErrorDialog(title, message, okAction);
    }
Beispiel #9
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 public void PlayerNameCancel()
 {
     Destroy(mainMenuHandler.dialogInstance);
     MainMenuHandler.EnableInputReceive();
 }
Beispiel #10
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 public void ExitDecline()
 {
     Destroy(mainMenuHandler.dialogInstance);
     MainMenuHandler.EnableInputReceive();
 }
Beispiel #11
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 public void ConnectionFailedConfirm()
 {
     Destroy(mainMenuHandler.dialogInstance);
     MainMenuHandler.EnableInputReceive();
 }
Beispiel #12
0
 public void GameModeNotSelectedOK()
 {
     Destroy(mainMenuHandler.dialogInstance);
     MainMenuHandler.EnableInputReceive();
 }