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); } }
public void CallClient() { SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.CLIENT_MENU)); }
public void CallServer() { SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.SERVER_SCENE)); }
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)); }
public void CallRegister() { SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.REGISTER)); }
public void CallOption() { SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.OPTION)); }
public void CallLogin() { SceneManager.LoadScene(GPCSceneManager.GetSceneIndex(GPCSceneManager.GPCSceneEnum.LOGIN)); }