예제 #1
0
 public void PressedCreateRoomOnLobby()
 {
     Debug.Log("ClubManager::PressedCreateRoomOnLobby");
     backButton.Inactive();
     StartCoroutine(AnimationTransit.Transition(transit, createRoomTransit, () => backButton.Active()));
     state = State.CreateRoom;
 }
예제 #2
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 public void OnCancelCreateRoom()
 {
     Debug.Log("ClubManager::OnCancelCreateRoom");
     backButton.Inactive();
     StartCoroutine(AnimationTransit.Transition(createRoomTransit, transit, () => backButton.Active()));
     state = State.Menu;
 }
예제 #3
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 private void onMatchingSucceeded()
 {
     backButton.Inactive();
     StartCoroutine(AnimationTransit.Out(transit, () => {
         waitingManager.gameObject.SetActive(true);
         waitingManager.InMenu();
         gameObject.SetActive(false);
     }));
 }
예제 #4
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        public void StartByHost()
        {
            guest = false;

            // TODO:
            var settings = new RoomSettings {
                WinsCount = 2,
                FallSpeed = 1.5f,
            };
            var name = IdentificationNameUtility.Create(PhotonNetwork.playerName, PhotonNetwork.AuthValues.UserId);

            roomManager.CreateRoom(name, settings);

            backButton.Inactive();
            StartCoroutine(AnimationTransit.Out(createRoomTransit, () => {
                waitingManager.gameObject.SetActive(true);
                waitingManager.InMenu(() => backButton.Active());
                gameObject.SetActive(false);
            }));
        }
예제 #5
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 private void inWaitingWindow()
 {
     isInWaitingWindow = true;
     StartCoroutine(AnimationTransit.In(waitingWindowTransition));
 }
예제 #6
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 private void outOpponentPanel()
 {
     isInOpponentPanel = false;
     StartCoroutine(AnimationTransit.Out(opponentPanelTransition));
 }
예제 #7
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 private void inOpponentPanel()
 {
     isInOpponentPanel = true;
     StartCoroutine(AnimationTransit.In(opponentPanelTransition));
 }
예제 #8
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 private void outPlayerPanel()
 {
     isInPlayerPanel = false;
     StartCoroutine(AnimationTransit.Out(playerPanelTransition));
 }
예제 #9
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 private void inPlayerPanel()
 {
     isInPlayerPanel = true;
     StartCoroutine(AnimationTransit.In(playerPanelTransition));
 }
예제 #10
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 public void OutMenu(Action afterAction = null)
 {
     StartCoroutine(AnimationTransit.Out(transit, afterAction));
 }
예제 #11
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 public void Hide()
 {
     IsShow = false;
     StartCoroutine(AnimationTransit.Out(transit, () => gameObject.SetActive(false)));
 }
예제 #12
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 public void Out()
 {
     StartCoroutine(AnimationTransit.Out(transit));
 }
예제 #13
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 public void In()
 {
     StartCoroutine(AnimationTransit.In(transit));
 }
예제 #14
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 public void InMenu(Action afterAction = null)
 {
     StartCoroutine(AnimationTransit.In(menuTransit, afterAction));
 }
예제 #15
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 private void outWaitingWindow()
 {
     isInWaitingWindow = false;
     StartCoroutine(AnimationTransit.Out(waitingWindowTransition));
 }
예제 #16
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 public void InMenu(Action afterAction = null)
 {
     state = State.Menu;
     StartCoroutine(AnimationTransit.In(transit, afterAction));
     OnStart();
 }
예제 #17
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 private void cancelModeSelectTransition()
 {
     isInOpponentPanel = false;
     isInWaitingWindow = true;
     StartCoroutine(AnimationTransit.Transition(opponentPanelTransition, waitingWindowTransition));
 }
예제 #18
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 public void Show()
 {
     gameObject.SetActive(true);
     IsShow = true;
     StartCoroutine(AnimationTransit.In(transit));
 }