Load() private method

private Load ( ) : IEnumerator,
return IEnumerator,
Beispiel #1
0
        protected override IEnumerator Load()
        {
            string bundleName = AssetBundlesUtility.GetUICharacterResourcesBundleName();
            AssetBundleLoadRequest bundleLoadRequest = AssetManager.LoadAssetBundle(bundleName);

            while (!bundleLoadRequest.get_isDone())
            {
                yield return(null);
            }
            if (AssetManagerError.op_Implicit(bundleLoadRequest.get_error()) != 0)
            {
                Log.Error($"Error while loading bundle '{bundleName}' error={bundleLoadRequest.get_error()}", 26, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\PlayerUI\\PlayerUIMainState.cs");
                yield break;
            }
            UILoader <PlayerIconRoot> loader = new UILoader <PlayerIconRoot>(this, "PlayerLayerUI", "core/scenes/ui/player", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            yield return(m_ui.LoadAssets());

            m_ui.get_gameObject().SetActive(true);
            m_ui.Initialise(this);
            m_ui.LoadVisual();
        }
        protected override IEnumerator Load()
        {
            m_modifications = new WeaponAndDeckModifications();
            m_modifications.Setup();
            this.LoadAssetBundle(AssetBundlesUtility.GetUIAnimatedCharacterResourcesBundleName());
            this.LoadAssetBundle("core/ui/characters/companions");
            string bundleName = AssetBundlesUtility.GetUICharacterResourcesBundleName();
            AssetBundleLoadRequest bundleLoadRequest = AssetManager.LoadAssetBundle(bundleName);

            while (!bundleLoadRequest.get_isDone())
            {
                yield return(null);
            }
            if (AssetManagerError.op_Implicit(bundleLoadRequest.get_error()) != 0)
            {
                Log.Error($"Error while loading bundle '{bundleName}' error={bundleLoadRequest.get_error()}", 48, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\PlayerUI\\DeckMainState.cs");
                yield break;
            }
            UILoader <DeckUIRoot> loader = new UILoader <DeckUIRoot>(this, "PlayerLayer_DeckCanvas", "core/scenes/ui/deck", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            yield return(m_ui.LoadAssets());

            m_ui.get_gameObject().SetActive(true);
            m_ui.Initialise(m_modifications);
        }
        protected override IEnumerator Load()
        {
            UILoader <ParametersUI> loader = new UILoader <ParametersUI>(this, "ParametersUI", "core/scenes/ui/option");

            yield return(loader.Load());

            m_ui = loader.ui;
        }
Beispiel #4
0
        protected override IEnumerator Load()
        {
            UILoader <FightEndedUI> loader = new UILoader <FightEndedUI>(FightState.instance, this, GetSceneName(m_end), "core/scenes/ui/fight", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
        }
Beispiel #5
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        protected override IEnumerator Load()
        {
            UILoader <LoginUI> loader = new UILoader <LoginUI>(this, "LoginUI", "core/scenes/ui/login");

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.SetParams(PlayerPreferences.lastLogin, PlayerPreferences.lastPassword, PlayerPreferences.lastServer);
        }
Beispiel #6
0
        protected override IEnumerator Load()
        {
            UILoader <EndGameStatsUIDemo> loader = new UILoader <EndGameStatsUIDemo>(FightState.instance, this, "EndGameStats", "demo/scenes/ui/fight", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            yield return(m_ui.Init(m_endResult, m_gameStatistics, m_fightTime));
        }
        protected override IEnumerator Load()
        {
            UILoader <MatchMakingUI> loader = new UILoader <MatchMakingUI>(this, "MatchmakingUI", "core/scenes/ui/matchmaking", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
        }
        protected override IEnumerator Load()
        {
            UILoader <CommonUI> loader = new UILoader <CommonUI>(this, "CommonUI", "core/scenes/ui/examples", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
        }
        protected override IEnumerator Load()
        {
            UILoader <LoginUIDemo> loader = new UILoader <LoginUIDemo>(this, "LoginUIDemo", "demo/scenes/ui/login", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(false);
        }
        protected override IEnumerator Load()
        {
            string sceneName = (m_reason == FightStatusEndReason.Win) ? "FightEndedWinMatchUI" : "FightEndedDiedUI";
            UILoader <BaseOpenCloseUI> loader = new UILoader <BaseOpenCloseUI>(this, sceneName, "core/scenes/ui/fight", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
        }
Beispiel #11
0
        protected override IEnumerator Load()
        {
            UILoader <TransitionUI> loader = new UILoader <TransitionUI>(this, "TransitionUI", "core/scenes/ui/transition", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            yield return(m_ui.OpenCoroutine());
        }
Beispiel #12
0
        protected override IEnumerator Load()
        {
            UILoader <NicknameRequestUI> loader = new UILoader <NicknameRequestUI>(this, "NicknameRequestUI", "core/scenes/ui/login", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            m_ui.OnNicknameRequest += OnNicknameRequest;
        }
Beispiel #13
0
        protected override IEnumerator Load()
        {
            UILoader <UIZaapPVPSelection> loader = new UILoader <UIZaapPVPSelection>(this, "UIZaap_PVP", "core/scenes/maps/havre_maps", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            yield return(m_ui.LoadAssets());
        }
        protected override IEnumerator Load()
        {
            UILoader <GodSelectionRoot> loader = new UILoader <GodSelectionRoot>(this, "GodSelectionUI", "core/scenes/ui/player", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.Initialise();
            m_ui.get_gameObject().SetActive(true);
        }
Beispiel #15
0
        protected override IEnumerator Load()
        {
            UILoader <ProfileUIRoot> loader = new UILoader <ProfileUIRoot>(this, "PlayerLayer_ProfilCanvas", "core/scenes/ui/deck", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            m_ui.Initialise();
        }
        protected override IEnumerator Load()
        {
            UILoader <PopupInfoUI> loader = new UILoader <PopupInfoUI>(this, "PopupInfoUI", "core/scenes/ui/popup", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.Initialize(m_data);
            m_ui.get_gameObject().SetActive(true);
            yield return(m_ui.OpenCoroutine());
        }
Beispiel #17
0
        protected override IEnumerator Load()
        {
            UILoader <PlayerLayerNavRoot> loader = new UILoader <PlayerLayerNavRoot>(this, "PlayerLayer_NavRibbonCanvas", "core/scenes/ui/player", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            m_ui.Initialise();
            m_ui.OnCloseAction = Quit;
        }
Beispiel #18
0
        protected override IEnumerator Load()
        {
            UILoader <BugReportUI> loader = new UILoader <BugReportUI>(this, "BugReportUI", "core/scenes/ui/option", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            while (m_isCreatingUserReport)
            {
                yield return(null);
            }
            SetThumbnail();
            m_ui.get_gameObject().SetActive(true);
        }
        protected override IEnumerator Load()
        {
            UILoader <SelectLoginUI> loader = new UILoader <SelectLoginUI>(this, "SelectLoginUI", "core/scenes/ui/login", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            if (ApplicationConfig.haapiAllowed)
            {
                m_ui.OnConnectGuest += OnConnectGuest;
                m_ui.OnCreateGuest  += OnCreateGuest;
            }
            else
            {
                m_ui.HideGuestSelection();
            }
            m_ui.OnRegularAccount += OnRegularAccount;
        }
Beispiel #20
0
        protected override IEnumerator Load()
        {
            AssetManager.LoadAssetBundle(AssetBundlesUtility.GetUIAnimatedCharacterResourcesBundleName());
            UILoader <UIZaapPVPLoading> loader = new UILoader <UIZaapPVPLoading>(this, "MatchmakingUI_1v1", "core/scenes/maps/havre_maps", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.onForceAiRequested       = OnForceAiRequested;
            m_ui.onCancelRequested        = OnCancelRequested;
            m_ui.onEnterAnimationFinished = OnPlayRequested;
            yield return(m_ui.LoadAssets());

            m_frame = new MatchMakingFrame
            {
                onGameCreated  = OnGameCreated,
                onGameCanceled = OnGameCancel,
                onGameError    = OnGameError
            };
        }
        protected override IEnumerator Load()
        {
            RuntimeData.currentKeywordContext = KeywordContext.DeckBuilding;
            float             start  = Time.get_realtimeSinceStartup();
            UILoader <DeckUI> loader = new UILoader <DeckUI>(this, "DeckUI", "core/scenes/ui/deck", disableOnLoad: true);

            yield return(loader.Load());

            m_ui = loader.ui;
            m_ui.get_gameObject().SetActive(true);
            float num = Time.get_realtimeSinceStartup() - start;

            Log.Info($"Scene load duration : {num}", 84, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\PlayerUI\\DeckEditState.cs");
            DeckBuildingEventController deckBuildingEventController = new DeckBuildingEventController();

            deckBuildingEventController.OnCloseRequest             += OnExit;
            deckBuildingEventController.OnSaveRequest              += OnSave;
            deckBuildingEventController.OnCancelRequest            += OnCancel;
            deckBuildingEventController.OnDeleteRequest            += OnRemoveRequest;
            deckBuildingEventController.OnDeckSlotSelectionChanged += OnSelectionChanged;
            deckBuildingEventController.OnCloneRequest             += OnCloneRequest;
            m_ui.eventController = deckBuildingEventController;
        }
Beispiel #22
0
        protected override IEnumerator Load()
        {
            if (m_concurrentFightsCount == 1)
            {
                RuntimeData.currentKeywordContext = KeywordContext.FightSolo;
            }
            else
            {
                RuntimeData.currentKeywordContext = KeywordContext.FightMulti;
            }
            instance = this;
            int fightCount = m_concurrentFightsCount;

            if (!RuntimeData.fightDefinitions.TryGetValue(m_fightDefId, out m_fightDefinition))
            {
                Log.Error(string.Format("Could not find {0} with id {1}.", "FightDefinition", m_fightDefId), 78, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\FightState.cs");
                yield break;
            }
            yield return(RuntimeData.LoadTextCollectionAsync("Fight"));

            yield return(LoadSceneAndBundleRequest("FightMapWrapper", "core/scenes/maps/fight_maps"));

            Scene sceneByName = SceneManager.GetSceneByName("FightMapWrapper");

            if (!sceneByName.get_isLoaded())
            {
                Log.Error("Could not load scene named 'FightMapWrapper' from bundle 'core/scenes/maps/fight_maps'.", 93, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\FightState.cs");
                yield break;
            }
            yield return(LoadFightMap());

            FightMap current = FightMap.current;

            if (null == current)
            {
                Log.Error("Failed to load fight map.", 104, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\States\\FightState.cs");
                yield break;
            }
            FightLogicExecutor.Initialize(fightCount);
            FightMapDefinition definition = current.definition;

            FightStatus[] array = new FightStatus[fightCount];
            for (int i = 0; i < fightCount; i++)
            {
                FightMapStatus mapStatus   = definition.CreateFightMapStatus(i);
                FightStatus    fightStatus = new FightStatus(i, mapStatus);
                if (fightStatus.fightId == m_ownFightId)
                {
                    FightStatus.local = fightStatus;
                }
                FightLogicExecutor.AddFightStatus(fightStatus);
                array[i] = fightStatus;
            }
            GameStatus.Initialize((FightType)m_fightInfo.FightType, m_fightDefinition, array);
            yield return(current.Initialize());

            VisualEffectFactory.Initialize();
            yield return(FightObjectFactory.Load());

            if (!FightObjectFactory.isReady)
            {
                yield break;
            }
            yield return(FightSpellEffectFactory.Load(fightCount));

            if (!FightSpellEffectFactory.isReady)
            {
                yield break;
            }
            yield return(FightUIFactory.Load());

            if (!FightUIFactory.isReady)
            {
                yield break;
            }
            UILoader <FightUIRework> loaderRework = new UILoader <FightUIRework>(this, "FightUIRework", "core/scenes/ui/fight");

            yield return(loaderRework.Load());

            m_uiRework = loaderRework.ui;
            m_uiRework.Init(GameStatus.fightType, m_fightDefinition);
            frame = new FightFrame
            {
                onOtherPlayerLeftFight = OnOtherPlayerLeftFight
            };
            if (m_hardResumed)
            {
                FightSnapshot snapshot = null;
                frame.onFightSnapshot = delegate(FightSnapshot fightSnapshot)
                {
                    snapshot = fightSnapshot;
                };
                frame.SendFightSnapshotRequest();
                while (snapshot == null)
                {
                    yield return(null);
                }
                frame.onFightSnapshot = null;
                yield return(ApplyFightSnapshot(snapshot));
            }
            frame.SendPlayerReady();
            while (!FightLogicExecutor.fightInitialized)
            {
                yield return(null);
            }
            yield return(uiRework.Load());
        }