void Error(Api.ErrorType type, string message) { Debug.Log("Error: " + type + ", msg: " + message); var errWnd = Errors.show(Errors.connectErrorText, "Повтор"); errWnd.setAction(0, () => { TemplatesEvent.upateTemplates(1, 0); }); //Errors.showError(Errors.TypeError.ES_CONNECT_ERROR, GameScene.MAIN_MENU); //main.jsonHandler.loadServerTempaltesFromFile(); }
// █ здесь прописаны инструкции выполняемые при покидании, сцен, модулей. void _loadScene(GameScene nextGameScene) { if (nextGameScene == currentScene) { return; } switch (nextGameScene) { case GameScene.START_LOGO: { } break; case GameScene.GAME_LOADING: { } break; case GameScene.AUTORIZATION: { if (autorization == null) { autorization = setGameModule(autorizationPrefab); } else { autorization.SetActive(true); if (hud != null) { hud.SetActive(false); } Autorization.restartAuth(); } } break; case GameScene.MAIN_MENU: { hud = setGameModule(hudPrefab); mainMenu = setGameModule(mainMenuPrefab); } break; case GameScene.BUY_TICKETS: { if (Rooms.get.serverTemplates == null /*|| !Rooms.get.isCurrentRoomIsInit*/) // ███ TODO при добавлении новых комнат, нужно поменять эту проверку { TemplatesEvent.upateTemplates(1, 0); // return; } else { buyTickets = setGameModule(buyTicketsPrefab); HUD.setEnableBackButton(true); Tutorial.show(TutorialSubject.TS_CHOOSE_COUNT_TICKETS, TutorialSubject.TS_BUY_TICKETS); } } break; case GameScene.RAFFLE: { setGameModule(buyTicketsPrefab, false); if (raffle == null) { raffle = setGameModule(rafflePrefab); } else { raffle.SetActive(true); main.raffle.reStart(); } HUD.setEnableBackButton(false); HUD.hideTop(); HUD.hideBuyRubins(); HUD.getHUD.calculateScales(); } break; } bool res1 = (backGroundGroups[currentScene] == BackGroundGroup.GAME); bool res2 = (backGroundGroups[nextGameScene] == BackGroundGroup.GAME); if (res1 && res2) { if (loadCurrentBackGroundOnPlayShift()) { startPlayBackGroundMoveTo(nextGameScene); } } for (int i = 0; i < onLoadSceneCallBacks.Count; i++) { if (onLoadSceneCallBacks[i] != null) { onLoadSceneCallBacks[i](nextGameScene); } else { onLoadSceneCallBacks.Remove(onLoadSceneCallBacks[i]); } } onLeaveCurrentScene(); currentScene = nextGameScene; currentGroup = backGroundGroups[currentScene]; }