private void initGrids() { playerGrid = new AvailGame[LobbyConstants.NUM_ROWS] ; for (int i = 0; i < LobbyConstants.NUM_ROWS; i++) { playerGrid[i] = new AvailGame(); } fixedGrid = new AvailGame[LobbyConstants.NUM_FIXED_ROWS] ; for (int i = 0; i < LobbyConstants.NUM_FIXED_ROWS; i++) { fixedGrid[i] = new AvailGame(); } AvailGame botGame = fixedGrid[0]; botGame.setAI(); AvailGame quickGame = fixedGrid[1]; quickGame.setQuickJoin(); AvailGame createGame = fixedGrid[2]; createGame.setCreateNew(); }
void attemptToJoinGame(AvailGame ag) { waitingMessage = "User clicked " + ag.name; removeListeners(); inLobby = false; Debug.Log("User clicked " + ag.name); // save the info about the game to be joined GameObject sharedES = GameObject.Find("SharedES"); SharedElectroServer gm = (SharedElectroServer)sharedES.GetComponent<SharedElectroServer>(); gm.gameToJoin = ag; // leave the Lobby room, but don't wait for the event about it LeaveRoomRequest lrr = new LeaveRoomRequest(); lrr.ZoneId = room.ZoneId; lrr.RoomId = room.Id; _es.Engine.Send(lrr); room = null; // Start Coroutine to jump to game scene StartCoroutine(PollGameLevelLoaded()); // Execute level load Application.LoadLevel("game"); }