private void showCurrentServerInfo() { PresenceData component = Service.Get <CPDataEntityCollection>().GetComponent <PresenceData>(Service.Get <CPDataEntityCollection>().LocalPlayerHandle); currentWorldDefinition = Service.Get <ZoneTransitionService>().GetWorld(component.World); CurrentServer.LoadWorld(currentWorldDefinition, currentServer: true); }
private void checkForLocalizationChange(WorldDefinition currentWorld) { Localizer localizer = Service.Get <Localizer>(); if (currentWorld != null && localizer.Language != currentWorld.Language) { localizer.ChangeLanguage(currentWorld.Language); } }
public void SetWorldsFromManifest(Manifest manifest) { Worlds.Clear(); ScriptableObject[] assets = manifest.Assets; for (int i = 0; i < assets.Length; i++) { WorldDefinition item = (WorldDefinition)assets[i]; Worlds.Add(item); } }
private void loadWorldButton(WorldDefinition definition, Language selectedLanguage) { if (!worldButtons.ContainsKey(definition.WorldName)) { GameObject gameObject = Object.Instantiate(buttonPrefab, ButtonParent, worldPositionStays: false); gameObject.SetActive(definition.Language == selectedLanguage); SettingsPanelServerListButton component = gameObject.GetComponent <SettingsPanelServerListButton>(); bool currentServer = currentWorldDefinition.Equals(definition); component.LoadWorld(definition, currentServer); if (worldsWithFriends.Contains(definition.WorldName)) { component.ShowFriendIndicator(); } worldButtons.Add(definition.WorldName, component); } }
public void LoadWorld(WorldDefinition definition, bool currentServer = false, RoomPopulationScale populationScale = RoomPopulationScale.ZERO) { World = definition; NameText.text = definition.WorldName; isCurrentServer = currentServer; if (currentServer && CurrentServerNameText != null) { CurrentServerNameText.text = definition.WorldName; CurrentServerNameText.gameObject.SetActive(value: true); if (NameText != null) { NameText.gameObject.SetActive(value: false); } if (Arrow != null) { Arrow.gameObject.SetActive(value: false); } } ShowFriendIndicator(setActive: false); UpdatePopulationScale(populationScale); }