public void SaveRoom(int id, V_RoomTemplate room) { if (Rooms.ContainsKey(id)) { Rooms[id] = room; // #revision if currentRoomId is going to be set from other methods except SaveRoom() currentRoom = room; } }
public void RemoveRoom(int id) { if (Rooms.ContainsKey(id)) { Rooms.Remove(id); } currentRoom = null; isMasterServer = false; }
public void QuickStartRoom(GameModes mode) { for (int i = 0; i < Rooms.Count; i++) { // #revision if (Rooms[i].gameMode == mode) { currentRoom = Rooms[i]; break; } } // there was no Room with that GameModes, so // UIController.ThrowError("V_CustomLobbyManager: QuickStartRoom(): No room with your selected GameMode"); }
public void SaveRoom(V_RoomTemplate room) { // check if the Room is Valid // #revision // currentRoomId = something from the server int serverRoomId = UnityEngine.Random.Range(1, 100); if (!Rooms.ContainsKey(serverRoomId)) { room.ID = serverRoomId; Rooms.Add(serverRoomId, room); currentRoom = room; } else { // UIController.ThrowError("V_CustomLobbyManager: SaveRoom(): Mismatch in Room ID"); } }
void ChangeGameMode(GameModes mode) { V_RoomTemplate tmpRoom = new V_RoomTemplate(); tmpRoom.gameMode = mode; if (firstCreateTheRoom) { // register the room on the server // and then on the lobby manager LobbyManager.isMasterServer = true; LobbyManager.SaveRoom(tmpRoom); UIController.Enable_DisableUI(UIController.RoomModalPanel); } else { // filter the Available Rooms base on the selected gameMode LobbyManager.isMasterServer = false; LobbyManager.QuickStartRoom(mode); UIController.GoFrom_To(UIController.LobbyPanel, UIController.RoomPanel); } }