public static void CancelQuit()
 {
     if (_quitState == QuitState.BeforeQuit)
     {
         _quitState = QuitState.None;
     }
 }
        /// <summary>
        /// Preferred method of closing application.
        /// </summary>
        public static void QuitApplication()
        {
            if (_quitState == QuitState.None)
            {
                _quitState = QuitState.BeforeQuit;
                if (BeforeApplicationQuit != null)
                {
                    BeforeApplicationQuit(_instance, System.EventArgs.Empty);
                }

                if (_quitState == QuitState.BeforeQuit)
                {
                    //wasn't cancelled, or force quit
                    if (UnityEngine.Application.isEditor)
                    {
                        try
                        {
                            var tp = com.spacepuppy.Utils.TypeUtil.FindType("UnityEditor.EditorApplication");
                            tp.GetProperty("isPlaying").SetValue(null, false, null);
                        }
                        catch
                        {
                            UnityEngine.Debug.Log("Failed to stop play in editor.");
                        }
                    }
                    else
                    {
                        UnityEngine.Application.Quit();
                    }
                }
            }
        }
 private void OnApplicationQuit()
 {
     _quitState = QuitState.Quit;
     if (ApplicatinQuit != null)
     {
         ApplicatinQuit(this, System.EventArgs.Empty);
     }
 }
    void initState()
    {
        netStateMachine = new GameStateMachine();
        GameState state = new PreConnectState();

        netStateMachine.addState(state);
        state = new ConnectState();
        netStateMachine.addState(state);
        state = new ReconnectState();
        netStateMachine.addState(state);
        state = new ReloginState();
        netStateMachine.addState(state);
        state = new RunState();
        netStateMachine.addState(state);
        state = new QuitState();
        netStateMachine.addState(state);
    }
Beispiel #5
0
        /// <summary>
        /// Implements the logic to terminate the desktop, including closing all windows and terminating the session.
        /// </summary>
        /// <returns>True if the application is really going to terminate, false otherwise.</returns>
        private void DoQuit(bool force)
        {
            if (IsQuitting)
            {
                return;
            }

            PhoneHome.ShutDown();

            if (!force)
            {
                _quitState = QuitState.QuittingNormally;
                if (!CloseAllWindows())
                {
                    _quitState = QuitState.NotQuitting;
                    return;
                }

                // send quitting event
                QuittingEventArgs args = new QuittingEventArgs();
                OnQuitting(args);

                // ensure the action model is disposed - this will cause it to be written out to the store
                ActionModelSettings.Default.Dispose();
            }
            else
            {
                _quitState = QuitState.QuittingForcefully;
            }

            try
            {
                SessionManager.Current.TerminateSession();
            }
            catch (Exception e)
            {
                Platform.Log(LogLevel.Error, e);
            }

            // shut down the GUI message loop
            TerminateGuiToolkit();
        }
Beispiel #6
0
        /// <summary>
        /// Implements the logic to terminate the desktop, including closing all windows and terminating the session.
        /// </summary>
        /// <returns>True if the application is really going to terminate, false otherwise.</returns>
        private void DoQuit(bool force)
        {
            if (IsQuitting)
            {
                return;
            }

            PhoneHome.ShutDown();

            if (!force)
            {
                _quitState = QuitState.QuittingNormally;
                if (!CloseAllWindows())
                {
                    _quitState = QuitState.NotQuitting;
                    return;
                }

                // send quitting event
                QuittingEventArgs args = new QuittingEventArgs();
                OnQuitting(args);
            }
            else
            {
                _quitState = QuitState.QuittingForcefully;
            }

            try
            {
                SessionManager.Current.TerminateSession();
            }
            catch (Exception e)
            {
                Platform.Log(LogLevel.Error, e);
            }

            // shut down the GUI message loop
            TerminateGuiToolkit();
        }
 public static void ChangeToState(GameStates state)
 {
     switch (state)
     {
         case GameStates.MainMenuState:
             CurrentState = new MainMenuState(currentScreenSize);
             break;
         case GameStates.LevelOneState:
             CurrentState = new LevelOneState(content, currentScreenSize);
             break;
         case GameStates.LevelTwoState:
             CurrentState = new LevelTwoState(content, currentScreenSize);
             break;
         case GameStates.LevelThreeState:
             CurrentState = new LevelThreeState(content, currentScreenSize);
             break;
         case GameStates.FinalLevel:
             CurrentState = new FinalLevel(content, currentScreenSize);
             break;
         case GameStates.Quit:
             CurrentState = new QuitState(currentScreenSize);
             break;
         case GameStates.PickName:
             CurrentState = new PickNameState(currentScreenSize);
             break;
             case GameStates.HighScore:
             CurrentState = new HighScoreState(currentScreenSize);
             break;
     }
     if (UnSeriousEngine.isInitialized)
     {
         CurrentState.LoadContent(Content);
     }
 }