public static async Task <RegisterAccountResponse> TryToRegister() { var username = Object.usernameInputField.GetValue(); var playerName = Object.playerNameInputField.GetValue(); var password = Object.passwordInputField.GetValue(); LOG.Log($"Trying to register with: {username} | {password} | {playerName}"); var res = await NetworkService.Register(username, password, playerName); string message = ""; switch (res.response) { case RegisterAccountResponseType.Success: message = $"Registration was ok!"; break; case RegisterAccountResponseType.UserNameAlreadyExists: message = $"Username already exists"; break; case RegisterAccountResponseType.PlayerNameAlreadyExists: message = $"Player name already exists"; break; } LOG.Log(message); UIEvents.ChangeGameText(GameTextId.RegisterResponse, message); return(res); }
public override async Task OnClick() { try { await GameState.SetCurrentWorldByWorldIndex(WorldIndex); UIEvents.ChangeGameText(GameTextId.WorldName, GameState.CurrentWorld.World.Name); var character = GameState.GetCharacterByWorldId(GameState.CurrentWorld.World.Id); if (character == null) { LOG.Log($"Player does not have a character on world: {GameState.CurrentWorld.World.Id}"); await ScreenChangerService.ChangeScreen(ScreenId.CreateCharacter); } else { LOG.Log($"Found Character!"); GameState.CurrentCharacter = character; await ScreenChangerService.ChangeScreen(ScreenId.SelectCharacter); } } catch (System.Exception e) { LOG.Log(e); throw; } }
private static void SetZaiMessage() { if (!GameState.HasAnyCharacterType) { UIEvents.ChangeGameText(GameTextId.ZaiChat, "You don't have a Spirit Warrior on your vessel... Come and talk to me."); } }
public override Task OnClick() { try { LOG.Log($"Selecting character {type}"); CharacterCreationScreenRefresherService.SetHasCharacterTypeSelected(true); CharacterCreationScreenRefresherService.SetSelectedCharacterType(type); UIEvents.ChangeGameText(GameTextId.SelectedCharacterType, type.ToString()); return(base.OnClick()); } catch (System.Exception e) { LOG.Log(e); throw; } }
public static void Refresh() { Object.hasCharacterTypeSelected = false; UIEvents.ChangeGameText(GameTextId.SelectedCharacterType, "No Char Selected"); for (int i = 0; i < Object.container.childCount; i++) { Destroy(Object.container.GetChild(i).gameObject); } foreach (var character in GameState.PlayerData.AvailableCharacters) { GameObject obj = Instantiate(Object.buttonPrefab, Object.container); obj.GetComponent <SelectCharacterTypeButton>().Setup(character); } }
private void RefreshQuestList(QuestStatus status) { LOG.Log($"Refreshing quest screen with status: {status}"); UIEvents.ChangeGameText(GameTextId.SelectedQuestStatus, $"{status} quests"); ShowQuestList(); Object.status = status; Object.questListScrollView.Clear(); var filteredQuestList = GameState.QuestList.FindAll(x => x.Status == status); foreach (var quest in filteredQuestList) { Object.CreateQuestButton(quest); } }
private async Task ConnectToServer() { UIEvents.ChangeGameText(GameTextId.IsConnectedToServer, "Not Connected to the server"); while (!connected && Application.isPlaying) { connected = await NetworkService.ConnectToServer(); if (connected) { UIEvents.ChangeGameText(GameTextId.IsConnectedToServer, "Connected to the server"); } else { UIEvents.ChangeGameText(GameTextId.IsConnectedToServer, "Not Connected to the server"); LOG.Log("Failed to connect to server. Waiting 3 seconds and trying again"); await Task.Delay(3000); } } }
public static void SyncArea(AreaSyncData data) { UIEvents.ChangeGameText(GameTextId.AreaName, data.Area.Name); SyncBattleground(data); }
public static void Refresh() { UIEvents.ChangeGameText(GameTextId.PlayerName, GameState.PlayerData.PlayerName); UIEvents.ChangeGameText(GameTextId.UniverseName, GameState.Universe.Name); }
public async Task Refresh() { UIEvents.ChangeGameText(GameTextId.WorldName, GameState.CurrentWorld.World.Name); await NetworkService.RequestWorldSyncData(GameState.CurrentWorld.World.Id); }