Ejemplo n.º 1
0
    public Future <bool> InitShopData()
    {
        FutureTask <bool> initTask = new FutureTask <bool>();

        initShopTask = initTask;

        int totalPlayer = TurnDirector.Ins.ListPlayer.Count;
        int countPlayer = 0;

        foreach (var player in TurnDirector.Ins.ListPlayer)
        {
            var future = FetchShopItems(player.Id);
            future.then((x) =>
            {
                countPlayer++;

                if (countPlayer == totalPlayer)
                {
                    initTask.Complete(true);
                }
            });
        }

        return(initTask.GetFuture());
    }
Ejemplo n.º 2
0
 private void Update()
 {
     duration -= Time.deltaTime;
     if (duration <= 0)
     {
         taskOnComplete.Complete(true);
         Destroy(this.gameObject, 0.1f);
     }
 }
Ejemplo n.º 3
0
    private Future <bool> ConnectToLobby()
    {
        FutureTask <bool> connectTask = new FutureTask <bool>();

        _connectToLobbyTask = connectTask;

        if (!PhotonNetwork.IsConnectedAndReady)
        {
            PhotonNetwork.SendRate               = 60;
            PhotonNetwork.SerializationRate      = 60;
            PhotonNetwork.AutomaticallySyncScene = true;
            PhotonNetwork.ConnectUsingSettings();
        }
        else
        {
            connectTask.Complete(true);
        }

        return(connectTask.GetFuture());
    }
Ejemplo n.º 4
0
 public override void OnJoinedLobby()
 {
     Debug.Log("joined lobby");
     base.OnJoinedLobby();
     _connectToLobbyTask?.Complete(true);
 }