예제 #1
0
 private void onMatchingSucceeded()
 {
     backButton.Inactive();
     StartCoroutine(AnimationTransit.Out(transit, () => {
         waitingManager.gameObject.SetActive(true);
         waitingManager.InMenu();
         gameObject.SetActive(false);
     }));
 }
예제 #2
0
        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 #3
0
 private void outWaitingWindow()
 {
     isInWaitingWindow = false;
     StartCoroutine(AnimationTransit.Out(waitingWindowTransition));
 }
예제 #4
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 private void outOpponentPanel()
 {
     isInOpponentPanel = false;
     StartCoroutine(AnimationTransit.Out(opponentPanelTransition));
 }
예제 #5
0
 private void outPlayerPanel()
 {
     isInPlayerPanel = false;
     StartCoroutine(AnimationTransit.Out(playerPanelTransition));
 }
예제 #6
0
 public void OutMenu(Action afterAction = null)
 {
     StartCoroutine(AnimationTransit.Out(transit, afterAction));
 }
예제 #7
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 public void Out()
 {
     StartCoroutine(AnimationTransit.Out(transit));
 }
예제 #8
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 public void Hide()
 {
     IsShow = false;
     StartCoroutine(AnimationTransit.Out(transit, () => gameObject.SetActive(false)));
 }