// Token: 0x06000DD8 RID: 3544 RVA: 0x0005FD6C File Offset: 0x0005DF6C public static ProgressPopupDialog ShowProgress(string title, string text, Func <float> progress = null) { ProgressPopupDialog progressPopupDialog = new ProgressPopupDialog(title, text, progress); PopupSystem.Show(progressPopupDialog); return(progressPopupDialog); }
// Token: 0x0600134A RID: 4938 RVA: 0x00070B88 File Offset: 0x0006ED88 public void JoinNetworkGame(GameRoom data) { if (data.Server != null) { float time = Time.time; ProgressPopupDialog dialog = PopupSystem.ShowProgress("Authentication", "Connecting to Server", () => Mathf.Clamp(Time.time - time, 0f, 3f)); dialog.SetCancelable(delegate { PopupSystem.HideMessage(dialog); }); Singleton <ChatManager> .Instance.InGameDialog.Clear(); this.Client.JoinGame(data.Server.ConnectionString, data.Number, string.Empty); } else { PopupSystem.ShowError("Game not found", "The game doesn't exist anymore.", PopupSystem.AlertType.OK); } }
// Token: 0x06001313 RID: 4883 RVA: 0x00070084 File Offset: 0x0006E284 private IEnumerator StartCreatingOnBestGameServer() { if (Singleton <GameServerController> .Instance.SelectedServer == null) { ProgressPopupDialog _autoJoinPopup = PopupSystem.ShowProgress(LocalizedStrings.LoadingGameList, LocalizedStrings.FindingAServerToJoin, null); yield return(UnityRuntime.StartRoutine(Singleton <GameServerManager> .Instance.StartUpdatingLatency(delegate(float progress) { _autoJoinPopup.Progress = progress; }))); PhotonServer bestServer = Singleton <GameServerManager> .Instance.GetBestServer(); if (bestServer == null) { PopupSystem.HideMessage(_autoJoinPopup); PopupSystem.ShowMessage("Could not find server", "No suitable server could be located! Please try again soon."); yield break; } Singleton <GameServerController> .Instance.SelectedServer = bestServer; PopupSystem.HideMessage(_autoJoinPopup); } PanelManager.Instance.OpenPanel(PanelType.CreateGame); yield break; }
// Token: 0x06001348 RID: 4936 RVA: 0x00070A08 File Offset: 0x0006EC08 public void CreateNetworkGame(string server, int mapId, GameModeType mode, string name, string password, int timeMinutes, int killLimit, int playerLimit, int minLevel, int maxLevel, GameFlags.GAME_FLAGS flags) { GameRoomData data = new GameRoomData { Name = name, Server = new ConnectionAddress(server), MapID = mapId, TimeLimit = timeMinutes, PlayerLimit = playerLimit, GameMode = mode, GameFlags = (int)flags, KillLimit = killLimit, LevelMin = (byte)Mathf.Clamp(minLevel, 0, 255), LevelMax = (byte)Mathf.Clamp(maxLevel, 0, 255) }; float time = Time.time; ProgressPopupDialog dialog = PopupSystem.ShowProgress("Authentication", "Connecting to Server", () => Mathf.Clamp(Time.time - time, 0f, 3f)); dialog.SetCancelable(delegate { PopupSystem.HideMessage(dialog); }); this.Client.CreateGame(data, password); }
private AuthenticationManager() { _progress = new ProgressPopupDialog(LocalizedStrings.SettingUp, LocalizedStrings.ProcessingLogin, null); }