private void OnBeginFight(Packet packet) { this._root.CloseModalWait(); _DTO_begin_fight dto = (( _PACKET_ROOM_ACMD_BEGIN_FIGHT )packet).dto; UIManager.EnterLoading(dto); }
private void StartLoad(_DTO_begin_fight dto) { int count = dto.players.Length; string[] players = new string[count]; for (int i = 0; i < count; i++) { players[i] = dto.players[i].cid; } BattleData battleData = ModelFactory.GetBattleData(dto.map); count = battleData.neutrals.Count; string[] neutrals = new string[count]; int j = 0; foreach (KeyValuePair <string, BattleData.Neutral> kv in battleData.neutrals) { neutrals[j++] = kv.Value.id; } count = battleData.structures.Count; string[] structures = new string[count]; j = 0; foreach (KeyValuePair <string, BattleData.Structure> kv in battleData.structures) { structures[j++] = kv.Value.id; } MapLoadHelper.Preload(dto.map, players, neutrals, structures, this.OnLoadComplete, this.OnLoadProgress, this.OnLoadError); }
private IEnumerator StartLoad(_DTO_begin_fight dto) { GProgressBar bar = this._root["bar"].asProgress; AsyncOperation ao = SceneManager.LoadSceneAsync("maze", LoadSceneMode.Single); while (!ao.isDone) { bar.value = ao.progress; yield return(0); } bar.value = 1f; NetModule.instance.Send(ProtocolManager.PACKET_ROOM_QCMD_MAP_READY()); }
public void Enter(object param) { NetModule.instance.AddACMDListener(Module.BATTLE, Command.ACMD_ENTER_BATTLE, this.OnEnterBattle); NetModule.instance.AddQCMDListener(Module.ROOM, Command.QCMD_MAP_READY, this.OnMapReadyResult); this._root = UIPackage.CreateObject("cutscene", "Main").asCom; GRoot.inst.AddChild(this._root); GProgressBar bar = this._root["bar"].asProgress; bar.value = 0; bar.minValue = 0; bar.maxValue = 1; _DTO_begin_fight dto = ( _DTO_begin_fight )param; this.StartLoad(dto); }
public static void EnterLoading(_DTO_begin_fight dto) { EnterModule(loadLevel, dto); }