public void OnRoomVariablesUpdate(BaseEvent evt) { if (HandleRecordToDisk(evt)) { return; } switch (GameManager.Inst.LevelLoaded) { case GameManager.Level.BIZSIM: BizSimManager.Inst.OnRoomVariablesUpdate(evt); break; case GameManager.Level.ORIENT: case GameManager.Level.TEAMROOM: // These are handled by RoomVariableUrlController now. break; default: Debug.LogError("Room variable update not handled in level: " + (int)GameManager.Inst.LevelLoaded); break; } RoomVariableUrlController.HandleRoomVariableUpdate(evt); RoomVariableToEnable.HandleRoomVariableUpdate(evt); }
void HandleRoomVariableUpdate(UserVariable userVar) { switch (GameManager.Inst.LevelLoaded) { case GameManager.Level.ORIENT: case GameManager.Level.TEAMROOM: RoomVariableUrlController.HandleRoomVariableUpdate(userVar); break; default: Debug.LogError("Room variable update not handled for level: " + (int)GameManager.Inst.LevelLoaded); break; } RoomVariableToEnable.HandleRoomVariableUpdate(userVar); }
void OnLevelWasLoaded(int level) { IsLoadingLevel = false; if (LevelLoaded != Level.CONNECT) { playerManager.OnLevelWasLoaded_(level); // make sure players are created before level managers are initialized. } switch (LevelLoaded) { case Level.CONNECT: case Level.CAMPUS: case Level.MINICAMPUS: break; case Level.INVPATH: //InvisiblePathManager.Inst.OnRoomJoin(RoomJoinEvt); break; case Level.ORIENT: OrientationManager.Inst.OnRoomJoin(RoomJoinEvt); break; case Level.BIZSIM: BizSimManager.Inst.OnRoomJoin(RoomJoinEvt); break; case Level.AVATARSELECT: AvatarSelectionManager.Inst.Touch(); break; case Level.NAVTUTORIAL: //TutorialManager.Inst.Touch(); break; case Level.TEAMROOM: TeamRoomManager.Inst.Touch(); break; case Level.CMDROOM: //CmdRoomManager.Inst.Touch(); break; case Level.MOTION_TEST: TunnelGameManager.Inst.Touch(); break; case Level.SCALE_GAME: ScaleGameManager.Inst.Touch(); break; default: Debug.LogError("Unknown Level Loaded"); break; } RoomVariableUrlController.HandleRoomJoin(RoomJoinEvt); RoomVariableToEnable.HandleRoomJoin(RoomJoinEvt); UpdateLevelInGuiLayer(); // server doesn't need to know each room change at this point. //if( LevelLoaded != Level.AVATARSELECT ) // CommunicationManager.CurrentUserProfile.UpdateProfile("room", level.ToString()); ConsoleInterpreter.Inst.Touch(); // preload console instance RoomJoinEvt = null; }