private void Start() { selections = new List <Vector3> { }; CharSelMenu = CharSel.GetComponent <CharacterSelectionMenu>(); foreach (GameObject character in CharSelMenu.prefabs) { selections.Add(character.transform.position + (Vector3.up * add_height)); } transform.position = selections[0]; }
// Adds Player to Game // Called on Client public void AddPlayer() { // Gets result from adding in the player CharacterSelectionMenu cs = UI.GetCharacterSelectionUI().GetComponent <CharacterSelectionMenu>(); string character = cs.GetCharacter(); if (character.Equals("The Henchmen")) { playerPrefab = henchmen; } bool playerAdded = ClientScene.AddPlayer(0); }
public CharacterSelectionMenuEventWiring(CharacterSelectionMenu selectionMenu, MainMenu mainMenu, CharacterList characterList) { selectionMenu.OnEscape += sender => { mainMenu.Open(); }; selectionMenu.CharacterSelected += (sender, character) => { characterList.SetActiveCharacter(character); mainMenu.SetDisplayCharacter(character); mainMenu.Open(); sender.Close(); }; }
public void TestCharacterSelectionNew() { for (int i = 1; i < 4; i++) { var summary = new SaveGameSummary(new GameData(i, "Test" + i.ToString()), "TestLevel1"); ApplicationSettings.AddSaveGame(i); UserDataManager.WriteSaveGameSummary(summary); } var keyList = new List <string> { "4" }; UserInputHandler.AddKeyboardInput(keyList); var characterSelectionMenu = new CharacterSelectionMenu(); Assert.AreEqual(-2, characterSelectionMenu.SelectCharacterToPlay()); }
public MainMenuEventWiring( MainMenu mainMenu, CharCreationMenu charCreationMenu, ExitMenu exitMenu, ScriptClient client, LoginMenu loginMenu, Login.Login login, WaitScreen waitScreen, CharacterSelectionMenu selectionMenu, JoinGameSender joinGameSender, CharacterList characterList, ErrorScreenManager errorScreenManager) { mainMenu.CharacterCreationSelected += sender => { sender.Close(); charCreationMenu.Open(); }; mainMenu.JoinGameSelected += sender => { if (!characterList.TryGetActiveCharacter(out Character.Character character)) { mainMenu.Close(); errorScreenManager.ShowError("Kein Character gewählt!", mainMenu.Open); return; } joinGameSender.StartJoinGame(character); waitScreen.Message = "Trete Spiel bei..."; waitScreen.Open(); mainMenu.Close(); //client.SendSpectateMessage(); }; mainMenu.BackToLoginSelected += sender => { sender.Close(); waitScreen.Message = "Logout läuft..."; waitScreen.Open(); login.StartLogout(); }; mainMenu.CharacterSelectionSelected += sender => { selectionMenu.Open(); sender.Close(); }; mainMenu.ExitGameSelected += sender => { sender.Close(); exitMenu.Open(); }; joinGameSender.JoinGameRequestSuccessful += sender => { //The server accepted the join request, close the ui, from here on the server does most of the controlling. waitScreen.Close(); }; joinGameSender.JoinGameFailed += (sender, args) => { //Something went wrong show an error message to the player and then return to the main menu. waitScreen.Close(); errorScreenManager.ShowError(args.ReasonText, mainMenu.Open); }; }
void Awake() { Instance = this; }
public CharacterLoadingEventWiring(WaitScreen waitScreen, CharacterList characterList, MainMenu mainMenu, CharacterSelectionMenu selectionMenu) { characterList.RefreshCompleted += sender => { mainMenu.Open(); if (characterList.TryGetActiveCharacter(out Character.Character character)) { mainMenu.SetDisplayCharacter(character); } else { mainMenu.HideDisplayCharacter(); } selectionMenu.SetCharacterList(sender.Characters.ToList()); waitScreen.Close(); }; }