Esempio n. 1
0
        IEnumerator sendFeedback()
        {
            //yield return new WaitForSecondsRealtime(1f);

            if (PhotonNetwork.room != null)
            {
                PhotonNetwork.RaiseEvent(152, 1, true, null);
                PhotonNetwork.SendOutgoingCommands();
                Connecting.SetActive(false);
            }
            else
            {
                StartCoroutine(sendFeedback());
            }
            yield return(null);
        }
Esempio n. 2
0
 // When another function requests to go to the home page set the buttons to the correct value
 public void Home()
 {
     Store.SetActive(true);
     Single.SetActive(true);
     Title.SetActive(true);
     Online.SetActive(true);
     Controls.SetActive(true);
     PTC.SetActive(false);
     Connecting.SetActive(false);
     Shop.SetActive(false);
     BackTL.SetActive(false);
     Guide.SetActive(false);
     Host.SetActive(false);
     Join.SetActive(false);
     Back.SetActive(false);
     SinglePlayer = false;
 }
Esempio n. 3
0
 void Update()
 {
     if (LudoMultiplayer.Instance.isOnlineMode)
     {
         if (Application.internetReachability == NetworkReachability.NotReachable)
         {
             Connecting.SetActive(true);
             checkPoolStatusAfterDisconnect = true;
             Time.timeScale = 0;
             Debug.Log("Error. Check internet connection!");
         }
         else
         {
             if (!opponentDisconnectPopup.activeSelf && playerState && opponentState)
             {
                 Time.timeScale = 1;
             }
             if (playerState)
             {
                 Connecting.SetActive(false);
             }
             if (checkPoolStatusAfterDisconnect)
             {
                 checkPoolStatusOnInternetBreakDown();
             }
         }
     }
     if (!LudoMultiplayer.Instance.gameOver)
     {
         if (Input.GetKeyDown(KeyCode.Escape))
         {
             if (menuDialog.activeSelf)
             {
                 return;
             }
             if (!exitPopup.gameObject.activeSelf)
             {
                 exitPopup.SetActive(true);
             }
         }
     }
 }
Esempio n. 4
0
 // Each time you press a button move to the correct menu page
 void FixedUpdate()
 {
     // Called when you quit a game you're in
     if (Store.activeSelf && !_stop)
     {
         Lights.GetComponent <ParticleController>().Play();
         _stop = true;
     }
     // Called after log in
     if (!_started && GetComponent <Controller>().LoggedIn)
     {
         _started = true;
         Store.SetActive(true);
         Single.SetActive(true);
         Title.SetActive(true);
         Online.SetActive(true);
         Controls.SetActive(true);
     }
     // Called when you enter the store
     if (Store.GetComponent <ButtonController>().Pressed == true)
     {
         Store.transform.GetComponent <Renderer>().material = Materials[0];
         Store.GetComponent <ButtonController>().Pressed    = false;
         Store.SetActive(false);
         Single.SetActive(false);
         Title.SetActive(false);
         Online.SetActive(false);
         Controls.SetActive(false);
         Shop.SetActive(true);
         BackTL.SetActive(true);
         Transition(2);
     }
     // Called when you select the online button
     if (Online.GetComponent <ButtonController>().Pressed == true)
     {
         Online.transform.GetComponent <Renderer>().material = Materials[0];
         Host.transform.GetComponent <Renderer>().material   = Materials[0];
         Online.GetComponent <ButtonController>().Pressed    = false;
         Host.SetActive(true);
         Join.SetActive(true);
         Back.SetActive(true);
         Store.SetActive(false);
         Title.SetActive(false);
         Single.SetActive(false);
         Online.SetActive(false);
         Controls.SetActive(false);
         Transition(2);
     }
     // Called when you select the back button
     if (Back.GetComponent <ButtonController>().Pressed == true)
     {
         Back.transform.GetComponent <Renderer>().material = Materials[0];
         Back.GetComponent <ButtonController>().Pressed    = false;
         Host.SetActive(false);
         Join.SetActive(false);
         Back.SetActive(false);
         Store.SetActive(true);
         Single.SetActive(true);
         Title.SetActive(true);
         Online.SetActive(true);
         Controls.SetActive(true);
         Transition(1);
     }
     // Called when you request to be a host
     if (Host.GetComponent <ButtonController>().Pressed == true)
     {
         Host.transform.GetComponent <Renderer>().material = Materials[0];
         Lights.GetComponent <ParticleController>().Stop();
         Host.GetComponent <ButtonController>().Pressed = false;
         // Respawns the networkcontroller on the server so you can pass messages to clients
         _networkManager.GetComponent <NetworkManager>().StartHost();
         NetworkServer.Spawn(NetworkController);
         foreach (GameObject g in GameModes)
         {
             GameObject mode = GameObject.Instantiate(g);
             NetworkServer.Spawn(mode);
         }
         Host.SetActive(false);
         Join.SetActive(false);
         Back.SetActive(false);
         _stop = false;
     }
     // Called when you ask to join a game
     if (Join.GetComponent <ButtonController>().Pressed == true)
     {
         Join.transform.GetComponent <Renderer>().material = Materials[0];
         Lights.GetComponent <ParticleController>().Stop();
         _stop = false;
         _networkManager.GetComponent <NetworkManager>().StartClient();
         PTC.SetActive(true);
         Connecting.SetActive(true);
         Host.SetActive(false);
         Join.SetActive(false);
         Back.SetActive(false);
         Join.GetComponent <ButtonController>().Pressed = false;
     }
     // Called when you ask to play a single player game
     if (Single.GetComponent <ButtonController>().Pressed == true)
     {
         Single.transform.GetComponent <Renderer>().material = Materials[0];
         Lights.GetComponent <ParticleController>().Stop();
         _stop = false;
         Single.GetComponent <ButtonController>().Pressed = false;
         SinglePlayer = true;
         Store.SetActive(false);
         Single.SetActive(false);
         Title.SetActive(false);
         Online.SetActive(false);
         Controls.SetActive(false);
         Transition(2);
     }
     // Called when you go to the controls menu
     if (Controls.GetComponent <ButtonController>().Pressed == true)
     {
         Controls.transform.GetComponent <Renderer>().material = Materials[0];
         Controls.GetComponent <ButtonController>().Pressed    = false;
         Controls.SetActive(false);
         Guide.SetActive(true);
         Store.SetActive(false);
         Single.SetActive(false);
         Title.SetActive(false);
         Online.SetActive(false);
         BackTL.SetActive(true);
         Transition(2);
     }
     // Called when you press the back button in the store or controls menu
     if (BackTL.GetComponent <ButtonController>().Pressed == true)
     {
         BackTL.GetComponent <ButtonController>().Pressed = false;
         BackTL.SetActive(false);
         Shop.SetActive(false);
         Guide.SetActive(false);
         Store.SetActive(true);
         Single.SetActive(true);
         Title.SetActive(true);
         Online.SetActive(true);
         Controls.SetActive(true);
         Transition(1);
     }
     // If you're trying to join a server but cancel
     if (Input.GetKeyDown(KeyCode.Escape) && Connecting.activeSelf)
     {
         _networkManager.GetComponent <NetworkManager>().StopClient();
         PTC.SetActive(false);
         Connecting.SetActive(false);
         Transition(1);
     }
     // When you actually connecct to the server hide all the extra buttons
     if (NetworkController.GetComponent <NetworkController>().Server || NetworkController.GetComponent <NetworkController>().Client)
     {
         Host.SetActive(false);
         Join.SetActive(false);
         Back.SetActive(false);
         PTC.SetActive(false);
         Connecting.SetActive(false);
     }
 }