private void Start() { messageOverlay = GameObject.FindGameObjectWithTag("ForceOverlay").GetComponent <MessageBehaviour>(); messageOverlay.Hide(); GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); socket.On("connection_established", ConnectionEstablishedCallback); socket.On("login", LoginCallback); socket.On("turn_for", TurnForCallback); socket.On("draw_card", DrawCardCallback); socket.On("play_card", PlayCardCallback); socket.On("play_card_fail", PlayCardFailCallback); socket.On("update_mana", UpdateManaCallback); socket.On("battle_res", BattleResCallback); socket.On("select_target", SelectTargetCallback); socket.On("select_slot", SelectSlotCallback); socket.On("play_card_slot", PlayCardSlotCallback); socket.On("discard_card", DiscardCardCallback); socket.On("select_done", SelectDoneCallback); socket.On("add_buff", AddBuffCallback); socket.On("remove_buff", RemoveBuffCallback); socket.On("update_slot_power", UpdateSlotPowerCallback); socket.On("update_card_power", UpdateCardPowerCallback); }
protected virtual void Activate(MessageData data, MessageBehaviour behaviour) { data.Behaviour = behaviour; activeMessages.Add(behaviour); behaviour.Activate(data, DisposeMessage); MessageActivated?.Invoke(behaviour); }
private void PrePool(int count) { if (count <= 0) { return; } for (int i = 0; i < count; i++) { GameObject gameObject = Object.Instantiate(messagePrefab, poolParent); gameObject.SetActive(false); MessageBehaviour mb = gameObject.GetComponentInChildren <MessageBehaviour>(true); if (mb) { mb.Initialize(); pooledMessages.Add(mb); } else { mb = gameObject .AddComponent(messageBehaviour) as MessageBehaviour; if (!(mb is null)) { mb.Initialize(); pooledMessages.Add(mb); }
public virtual void DisposeMessage(MessageBehaviour behaviour) { if (!behaviour) { return; } activeMessages.Remove(behaviour); poolService.ReturnToPool(behaviour); ActivateMessage(); }
private void doFire() { if (!isServer) { return; } //Debug.Log("inside"); this.animator.ResetTrigger("Hit"); this.animator.SetTrigger("Fire"); MessageBehaviour behaviour = GameObject.FindObjectOfType <MessageBehaviour>(); behaviour.broadcastFire(this.playerId); }
protected override void Activate(MessageData data, MessageBehaviour behaviour) { archiveService.AddToArchive(data as T); base.Activate(data, behaviour); }