void Start() { state = TimeLineSi.WaitingUserFillIn; Screen.sleepTimeout = SleepTimeout.NeverSleep; }
// ------------------- Between user and client --------------------------- // void ManageState() { switch (state) { case TimeLineSi.WaitingUserFillIn: break; case TimeLineSi.UserSubmit: client.SendForm(uiController.GetUserData()); state = TimeLineSi.SendForm; LogState(); break; case TimeLineSi.UserSendAgain: client.SendAgain(); state = TimeLineSi.SendAgain; LogState(); break; case TimeLineSi.SendForm: case TimeLineSi.SendAgain: // Wait for client to got a response from server break; case TimeLineSi.FormSent: case TimeLineSi.SendAgainGotReply: uiController.ProposeToLogin(); state = TimeLineSi.WaitUserLogIn; LogState(); break; case TimeLineSi.SendingFailed: uiController.SendingFailed(); state = TimeLineSi.WaitingUserFillIn; LogState(); break; case TimeLineSi.AlreadyExists: uiController.AlreadyExists(); state = TimeLineSi.WaitingUserFillIn; LogState(); break; case TimeLineSi.WaitUserLogIn: break; case TimeLineSi.ComeBackHome: sceneToLoad = sceneMain; uiController.QuitScene(); state = TimeLineSi.WaitEndAnimationQuitScene; LogState(); break; case TimeLineSi.LogIn: sceneToLoad = sceneLogIn; uiController.QuitScene(); state = TimeLineSi.WaitEndAnimationQuitScene; LogState(); break; case TimeLineSi.WaitEndAnimationQuitScene: break; case TimeLineSi.EndAnimationQuitScene: LoadNewScene(); state = TimeLineSi.Dead; LogState(); break; case TimeLineSi.Dead: break; default: throw new System.Exception("GameController: Bad state."); } }
public void SendingFailed() { state = TimeLineSi.SendingFailed; }
public void AlreadyExists() { state = TimeLineSi.AlreadyExists; }
public void UserChooseHome() { state = TimeLineSi.ComeBackHome; }
public void FormSent() { state = TimeLineSi.FormSent; }
public void SendAgainGotReply() { state = TimeLineSi.SendAgainGotReply; }
public void UserChooseSendAgain() { state = TimeLineSi.UserSendAgain; }
public void UserChooseSubmit() { state = TimeLineSi.UserSubmit; }
public void UserChooseLogIn() { state = TimeLineSi.LogIn; }
// ----------- From UIManager ---------------- // public void EndAnimationQuitScene() { state = TimeLineSi.EndAnimationQuitScene; }