void OnCreateRoom() { if (LobbyManager.currentRoom == null) { UIController.ThrowError("V_CustomLobbyManager: currentRoom is not set", UIController.CloseError); // do something about it!!! and then: return; } if (roomName.text == "") { UIController.ThrowError("The name of the room cannot be empty.", UIController.CloseError); return; } LobbyManager.currentRoom.roomName = roomName.text; LobbyManager.currentRoom.map = UIController.ReturnMap(mapName.text); LobbyManager.currentRoom.playerMode = UIController.ReturnPlayerMode(playerMode.options[playerMode.value].text); LobbyManager.currentRoom.gameMode = UIController.ReturnGameMode(gameMode.options[gameMode.value].text); LobbyManager.currentRoom.password = password.text; LobbyManager.SaveRoom(LobbyManager.currentRoom.ID, LobbyManager.currentRoom); UIController.Disable_EnableUI(this.gameObject); UIController.GoFrom_To(UIController.currentPanel, UIController.RoomPanel); }
void ChangeGameMode(GameModes mode) { V_RoomTemplate tmpRoom = new V_RoomTemplate(); tmpRoom.gameMode = mode; if (firstCreateTheRoom) { // register the room on the server // and then on the lobby manager LobbyManager.isMasterServer = true; LobbyManager.SaveRoom(tmpRoom); UIController.Enable_DisableUI(UIController.RoomModalPanel); } else { // filter the Available Rooms base on the selected gameMode LobbyManager.isMasterServer = false; LobbyManager.QuickStartRoom(mode); UIController.GoFrom_To(UIController.LobbyPanel, UIController.RoomPanel); } }