public override void OnCreateRoomFailed(short returnCode, string message) { Debug.Log( $"OnCreateRoomFailed got called. This can happen if the room exists (even if not visible). Message: {message}."); _transitionManager.FadeIn(); PanelManager.warningPanel.Show(400, 200, "The room with same name already exists, please try again with another name."); }
private void LoadBattle() { Debug.Log(">> Loading Battle..."); sceneTransitionManager = FindObjectOfType <SceneTransitionManager>(); if (sceneTransitionManager == null) { Debug.LogError("Scene Transition Manger missing from Current Battle Scene"); } battleManager = FindObjectOfType <BattleManager>(); if (battleManager == null) { Debug.LogError("Battle Manger missing from Current Battle Scene"); } battleManager.StartBattle(currentPlayerData, enemyDataDictionary[currentEnemyId]); sceneTransitionManager.FadeIn(() => Debug.Log("FadeIn Complete")); }
private void LoadOverworld() { Debug.Log(">> Loading Overworld..."); sceneTransitionManager = FindObjectOfType <SceneTransitionManager>(); if (sceneTransitionManager == null) { Debug.LogError("Scene Transition Manger missing from Current Overworld Scene"); } Enemy[] enemies = GameObject.FindObjectsOfType <Enemy>(); if (enemies != null) { foreach (Enemy enemy in enemies) { Enemy.Data enemyData = enemyDataDictionary.ContainsKey(enemy.data.id) ? enemyDataDictionary[enemy.data.id] : null; enemy.LoadData(enemyData); } } if (hasBattleEnded) { Debug.Log(">>> Restoring Overworld State After Battle..."); sceneTransitionManager.FadeIn(() => Debug.Log("FadeIn Complete")); Player player = GameObject.FindObjectOfType <Player>(); if (player != null) { player.LoadData(currentPlayerData); currentPlayerData = null; } hasBattleEnded = false; } }