public override void OnEnter() { base.OnEnter(); _networkConnectUI = GameStateManager.Instance.GameUIManager.InstantiateUIPrefab(_networkConnectUIPrefab); if (null != _networkConnectUI) { _networkConnectUI.Initialize(this); } }
public override void OnEnter() { base.OnEnter(); #if USE_NETWORKING if (null != GameStateManager.Instance.GameUIManager) { _networkConnectUI = GameStateManager.Instance.GameUIManager.InstantiateUIPrefab(_networkConnectUIPrefab); if (null != _networkConnectUI) { _networkConnectUI.Initialize(this); } } else { Debug.LogWarning("GameUIManager missing!"); } #endif }
public override void OnEnter() { base.OnEnter(); _networkConnectUI = UIManager.Instance.InstantiateUIPrefab(_networkConnectUIPrefab); _networkConnectUI.Initialize(this); switch (_connectType) { case ConnectType.Local: StartSinglePlayer(); break; case ConnectType.Server: StartServer(); break; case ConnectType.Client: StartClient(); break; } }
public override void OnEnter() { base.OnEnter(); _networkConnectUI = Instantiate(_networkConnectUIPrefab, UIManager.Instance.UIContainer.transform); _networkConnectUI.Initialize(this); switch (_connectType) { case ConnectType.SinglePlayer: StartSinglePlayer(); break; case ConnectType.Server: StartServer(); break; case ConnectType.Client: StartClient(); break; } }