static g() { UIWidget.Global.g.allWidgets = new List <UIWidget>(); UIWidget.Global.g.enabledWidgets = new HashSet <UIWidget>(); UIWidget.Global.g.enableWidgetsSwap = new List <UIWidget>(); UIGlobal.EnsureGlobal(); }
static g() { UIPanel.Global.g.allEnabled = new HashSet <UIPanel>(); UIPanel.Global.g.allEnableSwap = new List <UIPanel>(); UIPanel.Global.g.allPanels = new List <UIPanel>(); UIGlobal.EnsureGlobal(); }
private IEnumerator Start() { yield return(new WaitUntil(() => GameManager.Instance != null)); yield return(new WaitUntil(GameManager.Instance.GetAllPlayersReady)); m_uiGlobal = UIGlobal.Instance; StartCoroutine(SetSpawnUnit()); }
public static void EnsureGlobal() { if (Application.isPlaying && !UIGlobal.g) { GameObject gameObject = new GameObject("__UIGlobal", new Type[] { typeof(UIGlobal) }); UnityEngine.Object.DontDestroyOnLoad(gameObject); UIGlobal.g = gameObject.GetComponent<UIGlobal>(); } }
public static void EnsureGlobal() { if (Application.isPlaying && !UIGlobal.g) { GameObject gameObject = new GameObject("__UIGlobal", new Type[] { typeof(UIGlobal) }); UnityEngine.Object.DontDestroyOnLoad(gameObject); UIGlobal.g = gameObject.GetComponent <UIGlobal>(); } }
private void Awake() { if (Instance != null) { Destroy(Instance.gameObject); } Instance = this; GetComponent <Image>().enabled = true; }
public static void EnsureGlobal() { if (Application.isPlaying && (g == null)) { Type[] components = new Type[] { typeof(UIGlobal) }; GameObject target = new GameObject("__UIGlobal", components); Object.DontDestroyOnLoad(target); g = target.GetComponent <UIGlobal>(); } }
public static void RegisterPanel(UIPanel panel) { if (!noGlobal) { UIGlobal.EnsureGlobal(); if (panel.globalIndex == -1) { panel.globalIndex = g.allPanels.Count; g.allPanels.Add(panel); } } }
public static void RegisterWidget(UIWidget widget) { if (!noGlobal) { UIGlobal.EnsureGlobal(); if (widget.globalIndex == -1) { widget.globalIndex = g.allWidgets.Count; g.allWidgets.Add(widget); } } }
public static void RegisterPanel(UIPanel panel) { if (UIPanel.Global.noGlobal) { return; } UIGlobal.EnsureGlobal(); if (panel.globalIndex == -1) { panel.globalIndex = UIPanel.Global.g.allPanels.Count; UIPanel.Global.g.allPanels.Add(panel); } }
public static void RegisterWidget(UIWidget widget) { if (UIWidget.Global.noGlobal) { return; } UIGlobal.EnsureGlobal(); if (widget.globalIndex == -1) { widget.globalIndex = UIWidget.Global.g.allWidgets.Count; UIWidget.Global.g.allWidgets.Add(widget); } }
public IEnumerator Start() { yield return(new WaitUntil(() => GameManager.Instance != null)); yield return(new WaitUntil(() => GameManager.Instance.GetAllPlayersReady())); m_soundManager = SoundManager.Instance; m_uiGlobal = UIGlobal.Instance; m_uiSpawnUnit = m_uiGlobal.GetUISpawnUnit(); m_substractGoldUI = m_uiGlobal.GetRemoveGoldsUI(); CheckIfOk(); yield return(new WaitWhile(() => m_playerNumber == PlayerEntity.Player.Neutre)); if (gameObject.CompareTag(Constant.ListOfTag.s_spawnUnit1) && m_playerNumber == GameManager.Instance.GetLocalPlayer()) { m_uiSpawnUnit.SetupUI(this); GetComponent <ObjectSelection>().OnMouseDown(); } }
static g() { UIGlobal.EnsureGlobal(); }
private IEnumerator Start() { m_prefabObstacle = new Dictionary <PlayerEntity.Player, Dictionary <ActiveObstacle.ObstacleType, GameObject> >(); Dictionary <ActiveObstacle.ObstacleType, GameObject> dicoTemp = new Dictionary <ActiveObstacle.ObstacleType, GameObject>(); foreach (GameObject prefab in m_obstacleToSpawn_S) { ActiveObstacle prefabObstacle = prefab.GetComponent <ActiveObstacle>(); switch (prefabObstacle.GetObstacleType()) { case ActiveObstacle.ObstacleType.SimpleWall: dicoTemp.Add(ActiveObstacle.ObstacleType.SimpleWall, prefab); break; case ActiveObstacle.ObstacleType.SlopeLeft: dicoTemp.Add(ActiveObstacle.ObstacleType.SlopeLeft, prefab); break; case ActiveObstacle.ObstacleType.SlopeRight: dicoTemp.Add(ActiveObstacle.ObstacleType.SlopeRight, prefab); break; case ActiveObstacle.ObstacleType.Pillar: dicoTemp.Add(ActiveObstacle.ObstacleType.Pillar, prefab); break; case ActiveObstacle.ObstacleType.Trap: dicoTemp.Add(ActiveObstacle.ObstacleType.Trap, prefab); break; } } m_prefabObstacle.Add(PlayerEntity.Player.Player1, dicoTemp); dicoTemp = new Dictionary <ActiveObstacle.ObstacleType, GameObject>(); foreach (GameObject prefab in m_obstacleToSpawn_A) { ActiveObstacle prefabObstacle = prefab.GetComponent <ActiveObstacle>(); switch (prefabObstacle.GetObstacleType()) { case ActiveObstacle.ObstacleType.SimpleWall: dicoTemp.Add(ActiveObstacle.ObstacleType.SimpleWall, prefab); break; case ActiveObstacle.ObstacleType.SlopeLeft: dicoTemp.Add(ActiveObstacle.ObstacleType.SlopeLeft, prefab); break; case ActiveObstacle.ObstacleType.SlopeRight: dicoTemp.Add(ActiveObstacle.ObstacleType.SlopeRight, prefab); break; case ActiveObstacle.ObstacleType.Pillar: dicoTemp.Add(ActiveObstacle.ObstacleType.Pillar, prefab); break; case ActiveObstacle.ObstacleType.Trap: dicoTemp.Add(ActiveObstacle.ObstacleType.Trap, prefab); break; } } m_prefabObstacle.Add(PlayerEntity.Player.Player2, dicoTemp); m_prefabObstacle.Add(PlayerEntity.Player.Bot, dicoTemp); m_meshRenderer = GetComponent <MeshRenderer>(); m_territory = GetComponentInParent <Territory>(); m_uiGlobal = UIGlobal.Instance; m_soundManager = SoundManager.Instance; yield return(new WaitUntil(() => GameManager.Instance != null)); GameManager.Instance.AddObstacleConstructorToList(this); CheckIfOk(); }
public override void OnStartClient() { m_uiGlobal = UIGlobal.Instance; }
private IEnumerator Start() { LobbyManager.s_Singleton.GetComponent <Image>().enabled = false; LobbyManager.s_Singleton.countdownPanel.gameObject.SetActive(false); m_prefabUnits = new Dictionary <PlayerEntity.Player, Dictionary <Constant.SpawnTypeUnit, GameObject> >(); Dictionary <Constant.SpawnTypeUnit, GameObject> dicoTemp = new Dictionary <Constant.SpawnTypeUnit, GameObject>(); foreach (GameObject prefab in m_sycaPrefabs) { CombatUnit combatUnitPrefab = prefab.GetComponent <CombatUnit>(); switch (combatUnitPrefab.GetUnitType()) { case CombatUnit.UnitType.Warrior: dicoTemp.Add(Constant.SpawnTypeUnit.Warrior, prefab); break; case CombatUnit.UnitType.Range: dicoTemp.Add(Constant.SpawnTypeUnit.Range, prefab); break; case CombatUnit.UnitType.Tank: dicoTemp.Add(Constant.SpawnTypeUnit.Tank, prefab); break; case CombatUnit.UnitType.Scout: dicoTemp.Add(Constant.SpawnTypeUnit.Scout, prefab); break; } } m_prefabUnits.Add(PlayerEntity.Player.Player1, dicoTemp); dicoTemp = new Dictionary <Constant.SpawnTypeUnit, GameObject>(); foreach (GameObject prefab in m_arcaPrefabs) { CombatUnit combatUnitPrefab = prefab.GetComponent <CombatUnit>(); switch (combatUnitPrefab.GetUnitType()) { case CombatUnit.UnitType.Warrior: dicoTemp.Add(Constant.SpawnTypeUnit.Warrior, prefab); break; case CombatUnit.UnitType.Range: dicoTemp.Add(Constant.SpawnTypeUnit.Range, prefab); break; case CombatUnit.UnitType.Tank: dicoTemp.Add(Constant.SpawnTypeUnit.Tank, prefab); break; case CombatUnit.UnitType.Scout: dicoTemp.Add(Constant.SpawnTypeUnit.Scout, prefab); break; } } m_prefabUnits.Add(PlayerEntity.Player.Player2, dicoTemp); m_prefabUnits.Add(PlayerEntity.Player.Bot, dicoTemp); m_navmeshSurface = GameObject.Find(Constant.ListOfObject.s_navMeshSurface).GetComponent <NavMeshSurface>(); if (isServer) { yield return(new WaitUntil(() => LobbyManager.s_Singleton.numberOfPlayerConnected == LobbyManager.s_Singleton.numberOfPlayer)); m_allPlayersConnected = true; } m_uiGlobal = UIGlobal.Instance; }