Example #1
0
    public void StartingGame()
    {
        CountdownAnimation.enabled = true;
        print(StartCounterInteger);
        //if(CounterText.text.Contains)
        CounterText.text = StartCounterInteger.ToString();
        if (StartCounterInteger > 0)
        {
            if (AudioManager.Instance != null)
            {
                AudioManager.Instance.PlaySFX(CountingDownSFX, 1f);
            }
            CountdownAnimation.Play("CountDownTimer", -1, 0);
            StartCounterInteger--;                                 // animation plays first when we enable it, then this function is called which is why we shift this variable by one.
        }

        else if (StartCounterInteger == 0)
        {
            if (AudioManager.Instance != null)
            {
                AudioManager.Instance.PlaySFX(StartedSFX, 1f);
            }
            CounterText.text = "GO!!";
            CountdownAnimation.Play("StartGame");
            StartCoroutine(ShakeText());
            if (AudioManager.Instance != null)
            {
                AudioManager.Instance.PlayMusicwithCrossFade(BattleMusic, 2f);
            }
            if (BoltNetwork.IsServer)
            {
                GameManager.instance.Game_State = GameManager.e_GamePhases.StandBy;
                Invoke("DisableCountdown", 5f);
                var evnt = StartGame.Create();
                evnt.Message = "Game Has Started!!!";
                evnt.Send();
                // teleport players here
            }
        }
    }
Example #2
0
        private void OnSyncVersionAns(byte[] packet, Channel channel)
        {
            if (!_gameStarted)
            {
                var answer = Serialize <SynchVersionAns>(packet);

                //Log.Write("Setting up for game mode: {0}", answer.GameMode);

                _isOdin = answer.GameMode.Equals("ODIN");

                // yay linq!
                var player = answer.players.ToList().Find(p => p.userId == _mySummonerId);
                _isOrder = player.teamId == 0x64;

                Send(Deserialize <PacketHeader>(PacketHeader.Create(PacketCommand.C2S_ClientReady, 0)), Channel.LoadingScreen);

                var ping = PingLoadInfo.Create(100, 2, _mySummonerId);
                Send(Deserialize <PingLoadInfo>(ping));
                Send(Deserialize <PacketHeader>(PacketHeader.Create(PacketCommand.C2S_CharLoaded, 0)));
                Send(Deserialize <StartGame>(StartGame.Create()));
            }
        }