public void Deserialize(byte[] bytes, ref int offset) { this.action = (ConfigAction)ByteSerializer.DeserializeInt(bytes, ref offset); this.userCap = ByteSerializer.DeserializeInt(bytes, ref offset); this.acceptingConnections = ByteSerializer.DeserializeBool(bytes, ref offset); this.newPassword = ByteSerializer.DeserializeString(bytes, ref offset); this.lobbyMode = (LobbyMode)ByteSerializer.DeserializeInt(bytes, ref offset); }
public void Deserialize(byte[] bytes, ref int offset) { this.userCount = ByteSerializer.DeserializeInt(bytes, ref offset); this.userCap = ByteSerializer.DeserializeInt(bytes, ref offset); this.acceptingConnections = ByteSerializer.DeserializeBool(bytes, ref offset); this.lobbyMode = (LobbyMode)ByteSerializer.DeserializeInt(bytes, ref offset); this.isFrozen = ByteSerializer.DeserializeBool(bytes, ref offset); this.playerNames = ByteSerializer.DeserializeStrings(bytes, ref offset); }
public frmGameLobby(YmfasClient _client, YmfasServer _server) { client = _client; server = _server; lobbyMode = LobbyMode.Hosting; Initialize(); chkReady.Visible = false; cmbGameMode.Enabled = true; idTicketCounter = 1; }
/// <summary> /// Turns on the UI elements for a specified "lobby mode", and turns off UI elements for all other modes. /// It can also disable/enable the lobby seats and the "Ready" button if they are inappropriate for the /// given mode. /// </summary> private void ConfigureUIForLobbyMode(LobbyMode mode) { // first the easy bit: turn off all the inappropriate ui elements, and turn the appropriate ones on! foreach (var list in m_LobbyUIElementsByMode.Values) { foreach (var uiElement in list) { uiElement.SetActive(false); } } foreach (var uiElement in m_LobbyUIElementsByMode[mode]) { uiElement.SetActive(true); } // that finishes the easy bit. Next, each lobby mode might also need to configure the lobby seats and class-info box. bool isSeatsDisabledInThisMode = false; switch (mode) { case LobbyMode.ChooseSeat: m_ClassInfoBox.ConfigureForNoSelection(); break; case LobbyMode.SeatChosen: isSeatsDisabledInThisMode = true; m_ClassInfoBox.ConfigureForLockedIn(); break; case LobbyMode.FatalError: isSeatsDisabledInThisMode = true; m_ClassInfoBox.ConfigureForNoSelection(); break; case LobbyMode.LobbyEnding: isSeatsDisabledInThisMode = true; m_ClassInfoBox.ConfigureForNoSelection(); break; } if (isSeatsDisabledInThisMode) { // go through all our seats and tell them to stop acting like they're clickable buttons foreach (var seat in m_PlayerSeats) { seat.PermanentlyDisableInteraction(); } } }
public virtual void Initialize(List<string> arguments) { lobbyMode = arguments[0].Equals("new game") ? LobbyMode.NEW_GAME : arguments[0].Equals("load game") ? LobbyMode.LOAD_GAME : LobbyMode.ONLY_SERVER; if (lobbyMode == LobbyMode.LOAD_GAME) { allProfiles = new List<List<string>>(); for (int i = 2; i < arguments.Count; i++) { List<string> toAdd = new List<string>(); toAdd.AddRange(arguments[i].Split(new []{'|'}, StringSplitOptions.RemoveEmptyEntries)); allProfiles.Add(toAdd); } } else { profile = new GameProfile().Serialize(); profileName = "Player " + GameManager.rnd.Next(); } if (!NetworkManagerCustom.IsServer) { foreach (GameObject go in ((NetworkManagerCustom)NetworkManager.singleton).RegisteredPrefabs) ClientScene.RegisterSpawnHandler(go.GetComponent<NetworkIdentity>().assetId, GameManager.SpawnObjectsDefault, GameManager.UnSpawnObjectsDefault); } }
public LobbyControll() { mLobbyMode = new LobbyMode(); AddListener(); }
public frmGameLobby(YmfasClient _client) { client = _client; lobbyMode = LobbyMode.ClientOnly; Initialize(); }