Example #1
0
 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();
 }
Example #2
0
 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();
 }
Example #3
0
    private IEnumerator Start()
    {
        yield return(new WaitUntil(() => GameManager.Instance != null));

        yield return(new WaitUntil(GameManager.Instance.GetAllPlayersReady));

        m_uiGlobal = UIGlobal.Instance;
        StartCoroutine(SetSpawnUnit());
    }
Example #4
0
 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>();
     }
 }
Example #5
0
 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>();
     }
 }
Example #6
0
    private void Awake()
    {
        if (Instance != null)
        {
            Destroy(Instance.gameObject);
        }
        Instance = this;

        GetComponent <Image>().enabled = true;
    }
Example #7
0
 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>();
     }
 }
Example #8
0
 public static void RegisterPanel(UIPanel panel)
 {
     if (!noGlobal)
     {
         UIGlobal.EnsureGlobal();
         if (panel.globalIndex == -1)
         {
             panel.globalIndex = g.allPanels.Count;
             g.allPanels.Add(panel);
         }
     }
 }
Example #9
0
 public static void RegisterWidget(UIWidget widget)
 {
     if (!noGlobal)
     {
         UIGlobal.EnsureGlobal();
         if (widget.globalIndex == -1)
         {
             widget.globalIndex = g.allWidgets.Count;
             g.allWidgets.Add(widget);
         }
     }
 }
Example #10
0
 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);
     }
 }
Example #11
0
 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);
     }
 }
Example #12
0
    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();
        }
    }
Example #13
0
 static g()
 {
     UIGlobal.EnsureGlobal();
 }
Example #14
0
    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();
    }
Example #15
0
 public override void OnStartClient()
 {
     m_uiGlobal = UIGlobal.Instance;
 }
Example #16
0
    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;
    }