private void waitForGameStart() { if (!m_networkManager.currentActiveRoom.GetVariable("state").GetStringValue().Equals("wait_for_min_players") && (isGameStartReceived || m_networkManager.currentActiveRoom.GetVariable("state").GetStringValue().Equals("play"))) { m_networkManager.sendClientState("ready"); if (m_networkManager.currentActiveRoom.GetVariable("state").GetStringValue().Equals("play")) { chat.AddSystemMessage("Starting Game In Progress . . ."); } else { chat.AddSystemMessage("Starting Game . . ."); } GameObject gameObject = GameObject.Find("Tracker"); TrackerScript trackerScript = gameObject.GetComponent("TrackerScript") as TrackerScript; trackerScript.AddMetric(TrackerScript.Metric.MATCH_READY); if (m_networkManager.currentActiveRoom.GetVariable("state").GetStringValue().Equals("play")) { trackerScript.AddMetric(TrackerScript.Metric.DROP_INTO_MATCH); } Object.DestroyObject(AtlasMusic); Object.DestroyObject(BanzaiMusic); StartCoroutine(LoadGameAndWait()); queueState = pause; } }
private void waitForSpawnPointsLoad() { if (GameData.PickupSpawns != null) { Debug.Log("[QueueBattle::waitForSpawnPointsLoad]"); chat.AddSystemMessage(" Spawn Points Loaded!"); isWorldLoaded = true; queueState = amIReady; } }
private void amIReady() { queueState = waitForGameStart; if (bSinglePlayer) { chat.AddSystemMessage("Single Player Called Ready!"); gameStartReceived(); queueState = waitForGameStart; } else { chat.AddSystemMessage("Waiting for isGameStartReceived " + m_networkManager.m_qTime); } }
private void LoadMyWorld() { if (!bSinglePlayer) { Debug.Log("<< check for loading world " + m_networkManager.getMapId()); GameData.WorldID = m_networkManager.getMapId(); if (GameData.WorldID == -1) { return; } } Debug.Log("[QueueBattle::LoadMyWorld] want to load map: " + m_networkManager.getMapId()); GameData.LoadWorld(); isWorldLoaded = false; queueState = waitForWorldLoad; }
private void waitForWorldLoad() { if (GameData.getWorldById(GameData.WorldID) != null) { Logger.traceAlways("[QueueBattle::waitForWorldLoad] - Loaded"); chat.AddSystemMessage(GameData.WorldName + " Loaded!"); TextAsset playerSpawnPointsById = GameData.getPlayerSpawnPointsById(GameData.WorldID - 1, GameData.BattleType - 1, GameData.GameType - 1); if (playerSpawnPointsById == null) { GameData.LoadSpawnPoints(); } else { GameData.parseAllSpawnPoints(); } queueState = waitForSpawnPointsLoad; } }
private void Start() { QualitySettings.currentLevel = (QualityLevel)(3 + GameData.mGameSettings.mGraphicsLevel); StartCoroutine(UpdateScreenSpace()); DynamicOptions.bDrawCursor = true; if (GameObject.Find("GameMusic(Clone)") != null) { Object.Destroy(GameObject.Find("GameMusic(Clone)")); } if (GameData.MyFactionId == 1) { if (GameObject.Find("BanzaiMusic(Clone)") == null) { BanzaiMusic = (Object.Instantiate(BanzaiMusic) as GameObject); BanzaiMusic.GetComponent <AudioSource>().volume = GameData.mGameSettings.mMusicVolume; } else { BanzaiMusic = GameObject.Find("BanzaiMusic(Clone)"); BanzaiMusic.GetComponent <AudioSource>().volume = GameData.mGameSettings.mMusicVolume; } } else if (GameData.MyFactionId == 2) { if (GameObject.Find("AtlasMusic(Clone)") == null) { AtlasMusic = (Object.Instantiate(AtlasMusic) as GameObject); AtlasMusic.GetComponent <AudioSource>().volume = GameData.mGameSettings.mMusicVolume; } else { AtlasMusic = GameObject.Find("AtlasMusic(Clone)"); AtlasMusic.GetComponent <AudioSource>().volume = GameData.mGameSettings.mMusicVolume; } } gameSummary.Start(this); chat = new ChatModule(this); queueState = initMyQueue; Camera.main.backgroundColor = Color.black; StartCoroutine(HolidayEvent.OnQueueStart()); }
private void initMyQueue() { Logger.trace("### INIT MY QUEUE ###"); if (m_networkManager == null) { Debug.Log("[QueueBattle::initMyQueue] network Manager is null"); } if (m_networkManager.currentActiveRoom != null) { foreach (User user in m_networkManager.currentActiveRoom.UserList) { if (user != null) { int factionId = (!(Factions.atlas.ToString() == user.GetVariable("faction").GetStringValue())) ? 1 : 2; addPlayerToSlot(factionId, user.PlayerId); } } if (!bSinglePlayer && m_networkManager.currentActiveRoom.GetVariable("state").GetStringValue().Equals("play")) { m_networkManager.m_qTime = 0; } queueState = LoadMyWorld; } }