예제 #1
0
        public void CallConnectToServer()
        {
            UsersContainer userContainer = FindObjectOfType <UsersContainer>();

            //Checks if the choosen account exists
            UserInformations u = userContainer.GetUserByUsernameAndPassword(InputUsername.Text.Value,
                                                                            InputPass.Text.Value);

            //If the account exists login in into the game scene
            if (!ReferenceEquals(u, null))
            {
                SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.GAME_SCENE));
            }
            else
            {
                GenericPopUp.ShowPopUp(UIInfoLayer.AccountNotFoundMessage);
            }
        }
예제 #2
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 public void CallClient()
 {
     SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.CLIENT_MENU));
 }
예제 #3
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 public void CallServer()
 {
     SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.SERVER_SCENE));
 }
예제 #4
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 public void OnClickBack()
 {
     //TODO : I think that it's not correct to load/unload all the assets everytime. This is a temporary solution.
     AssetBundle.UnloadAllAssetBundles(true);
     SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.CLIENT_MENU));
 }
예제 #5
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 public void CallRegister()
 {
     SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.REGISTER));
 }
예제 #6
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 public void CallOption()
 {
     SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.OPTION));
 }
예제 #7
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 public void CallLogin()
 {
     SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.LOGIN));
 }