Exemple #1
0
            public override void OnStateEnter()
            {
                base.OnStateEnter();

                LoadUnloadScenesSignal.Load(new[] { ProjectScenes.Game }, SignalBus).Done
                (
                    () => { StartupModel.LoadingProgress.Value = StartupModel.ELoadingProgress.GamePlay; }
                );
            }
Exemple #2
0
            public override void OnStateEnter()
            {
                base.OnStateEnter();

                LoadUnloadScenesSignal.Load(ProjectScenes.Hud, SignalBus).Done
                (
                    () => { StartupModel.LoadingProgress.Value = StartupModel.ELoadingProgress.LoadGamePlay; },
                    exception => { }
                );
            }
 private void OnPlayClicked()
 {
     LoadUnloadScenesSignal.Load(Mediator.SignalBus, Scenes.GamePlay).Done
     (
         () => { Mediator._bootstrapModel.LoadingProgress.Value = BootstrapModel.ELoadingProgress.GamePlay; },
         exception =>
     {
         UnityEngine.Debug.LogError("Exception: " + exception.ToString());
     }
     );
 }
            public override void OnStateEnter()
            {
                base.OnStateEnter();

                LoadUnloadScenesSignal.Load(SignalBus, new[] { Scenes.MainHub }).Done
                (
                    () =>
                {
                    BootstrapModel.LoadingProgress.Value = BootstrapModel.ELoadingProgress.MainHub;
                }
                );
            }
Exemple #5
0
            public override void OnStateEnter()
            {
                base.OnStateEnter();

                LoadUnloadScenesSignal.Load(Mediator.SignalBus, Scenes.Hud).Done
                (
                    () =>
                {
                    BootstrapModel.LoadingProgress.Value = model.scene.BootstrapModel.ELoadingProgress.HudLoaded;
                },
                    exception =>
                {
                    Debug.LogError("Exception: " + exception.ToString());
                }
                );
            }
Exemple #6
0
            public override void OnStateEnter()
            {
                base.OnStateEnter();

                LoadUnloadScenesSignal.Load(SignalBus, Scenes.Popup).Done
                (
                    () =>
                {
                    // Testing Popup
                    #if UNITY_EDITOR && DEBUG
                    //ShowYesNoPopup();
                    #endif

                    BootstrapModel.LoadingProgress.Value = model.scene.BootstrapModel.ELoadingProgress.PopupLoaded;
                },
                    exception =>
                {
                    UnityEngine.Debug.LogError(exception);
                }
                );
            }
Exemple #7
0
            public override void OnStateEnter()
            {
                base.OnStateEnter();

                LoadUnloadScenesSignal.Load(ProjectScenes.Popup, SignalBus).Done
                (
                    () =>
                {
                    StartupModel.LoadingProgress.Value = StartupModel.ELoadingProgress.LoadStaticData;

                    // Testing Popup

                    /*
                     #if UNITY_EDITOR && DEBUG
                     * Mediator.ShowPopup(YesNoPopupConfig.GetYesNoPopupConfig
                     *                ("Start Game?", "Going to Start Game"))
                     * .Done((result) =>
                     * {
                     *  YesNoPopupResult popupResult = (YesNoPopupResult)result;
                     *  if (popupResult.Yes)
                     *  {
                     *      StartupModel.LoadingProgress.Value = StartupModel.ELoadingProgress.LoadStaticData;
                     *      UnityEngine.Debug.Log("Yes Button Clicked.");
                     *      // Success.
                     *  }
                     *  else if(popupResult.No)
                     *  {
                     *      UnityEngine.Debug.Log("No Button Clicked.");
                     *  }
                     * });
                     #endif
                     */
                },
                    exception => { }
                );
            }