コード例 #1
0
ファイル: QuizCtrl.cs プロジェクト: Shiino20/QzBattle
 public QuizCtrl()
 {
     dbQuiz  = new DBQuiz();
     catCtrl = new CategoryCtrl();
     qCtrl   = new QuestionCtrl();
     aCtrl   = new AnswerCtrl();
     lCtrl   = new LobbyCtrl();
 }
コード例 #2
0
 void Start()
 {
     lobbyCtrl = LobbyObject.GetComponent <LobbyCtrl>();
     loginCtrl = LoginObject.GetComponent <LoginCtrl>();
     roomCtrl  = RoomObject.GetComponent <RoomCtrl>();
     LobbyObject.SetActive(false);
     RoomObject.SetActive(false);
     SocketStart();
 }
コード例 #3
0
 public LobbyService()
 {
     lobbyCtrl = new LobbyCtrl();
 }
コード例 #4
0
ファイル: LobbyUICtrl.cs プロジェクト: 2ty/race3d
    public override IEnumerator InitializeAsync()
    {
        yield return StartCoroutine (base.InitializeAsync ());

        sceneCtrl = MainCtrl.GetInstance ()._currentSceneCtrl as LobbyCtrl;

        _startJoin.onClick.AddListener (() => {
            sceneCtrl._matchingCtrl.TaskMatch (MatchingTask.JoinRoom);
            _startJoin.interactable = false;
        });

        _leaveRoom.onClick.AddListener (() => {
            sceneCtrl._matchingCtrl.TaskMatch (MatchingTask.LeaveRoom);
            _leaveRoom.interactable = false;
        });

        _startPlay.onClick.AddListener (() => {
            if (!PhotonNetwork.connected || PhotonNetwork.isMasterClient) {
                sceneCtrl._matchingCtrl.TaskMatch (MatchingTask.PlayStart);
                _startPlay.interactable = false;
            } else {
                UILogView.sInstance.AddLog ("not owner in this room.");
            }
        });

        sceneCtrl._matchingCtrl.RegisterOnJoinLobbyEvent (() => {
            _startJoin.gameObject.SetActive (true);
            _leaveRoom.gameObject.SetActive (false);
            _startPlay.gameObject.SetActive (false);

            _startJoin.interactable = true;
        });

        sceneCtrl._matchingCtrl.RegisterOnLeftLobbyEvent (() => {
            _startJoin.gameObject.SetActive (true);
            _leaveRoom.gameObject.SetActive (false);
            _startPlay.gameObject.SetActive (false);

            _startJoin.interactable = false;
        });

        sceneCtrl._matchingCtrl.RegisterOnJoinRoomEvent (() => {
            _startJoin.gameObject.SetActive (false);
            _leaveRoom.gameObject.SetActive (true);
            _startPlay.gameObject.SetActive (true);

            _leaveRoom.interactable = true;
            _startPlay.interactable = true;
        });

        sceneCtrl._matchingCtrl.RegisterOnLeftRoomEvent (() => {
            _startJoin.gameObject.SetActive (true);
            _leaveRoom.gameObject.SetActive (false);
            _startPlay.gameObject.SetActive (false);

            _startJoin.interactable = true;
        });

        _startJoin.gameObject.SetActive (true);
        _startPlay.gameObject.SetActive (false);
        _leaveRoom.gameObject.SetActive (false);

        _startJoin.interactable = false;
    }