public void NotifyPlayerStopReady() { --m_NbPlayersReady; DebugScreen.PrintVar <int>("ready", m_NbPlayersReady); UIManager.Instance.HideSelectableMessage(sessionStartMsg); }
/// Let player join public void NotifyPlayerJoin() { ++m_NbPlayersJoin; DebugScreen.PrintVar <int>("join", m_NbPlayersJoin); // if needed, hide Start Party message UIManager.Instance.HideSelectableMessage(sessionStartMsg); }
public void NotifyPlayerReady() { ++m_NbPlayersReady; DebugScreen.PrintVar <int>("ready", m_NbPlayersReady); if (AreAllJoiningPlayersReady()) { UIManager.Instance.ShowAndSelectMessage(sessionStartMsg); } }
private void OnEnterJoinPhase() { Debug.Log("SessionManager Join Phase ENTER"); // immediately retrieve event parent by tag in loaded level, and register scrap spawn events // now objects are spawned after some delay, so self-registration should be enough // LevelManager.Instance.RegisterAllScrapSpawnPoints(ParentLocator.eventParent); // spawn all scraps LevelManager.Instance.SpawnAllScraps(); // on the built level, initialize correct block states SwitchBlockManager.Instance.Setup(); // activate player join UI (input + view) // IMPROVE: only show message for plugged controllers, if we can detect them for (int i = 1; i <= 4; ++i) { Debug.Log(string.Format("PlayerJoinUI {0}", i)); } DebugScreen.PrintVar <int>("join", 0); DebugScreen.PrintVar <int>("ready", 0); }
public void NotifyPlayerStopJoin() { // TODO: despawn (in practice, do not destroy but deactivate) --m_NbPlayersJoin; DebugScreen.PrintVar <int>("join", m_NbPlayersJoin); }