예제 #1
0
        public override void OnEnter()
        {
            base.OnEnter();

            _networkConnectUI = GameStateManager.Instance.GameUIManager.InstantiateUIPrefab(_networkConnectUIPrefab);
            if (null != _networkConnectUI)
            {
                _networkConnectUI.Initialize(this);
            }
        }
예제 #2
0
        public override void OnEnter()
        {
            base.OnEnter();

#if USE_NETWORKING
            if (null != GameStateManager.Instance.GameUIManager)
            {
                _networkConnectUI = GameStateManager.Instance.GameUIManager.InstantiateUIPrefab(_networkConnectUIPrefab);
                if (null != _networkConnectUI)
                {
                    _networkConnectUI.Initialize(this);
                }
            }
            else
            {
                Debug.LogWarning("GameUIManager missing!");
            }
#endif
        }
예제 #3
0
        public override void OnExit()
        {
            if (null != _networkConnectUI)
            {
                Destroy(_networkConnectUI.gameObject);
            }
            _networkConnectUI = null;

            if (Core.Network.NetworkManager.HasInstance)
            {
                Core.Network.NetworkManager.Instance.Discovery.ReceivedBroadcastEvent -= ReceivedBroadcastEventHandler;
                Core.Network.NetworkManager.Instance.DiscoverStop();

                Core.Network.NetworkManager.Instance.ServerConnectEvent      -= ServerConnectEventHandler;
                Core.Network.NetworkManager.Instance.ClientConnectEvent      -= ClientConnectEventHandler;
                Core.Network.NetworkManager.Instance.ClientSceneChangedEvent -= ClientSceneChangedEventHandler;
            }

            base.OnExit();
        }
예제 #4
0
        public override void OnEnter()
        {
            base.OnEnter();

            _networkConnectUI = UIManager.Instance.InstantiateUIPrefab(_networkConnectUIPrefab);
            _networkConnectUI.Initialize(this);

            switch (_connectType)
            {
            case ConnectType.Local:
                StartSinglePlayer();
                break;

            case ConnectType.Server:
                StartServer();
                break;

            case ConnectType.Client:
                StartClient();
                break;
            }
        }
예제 #5
0
        public override void OnEnter()
        {
            base.OnEnter();

            _networkConnectUI = Instantiate(_networkConnectUIPrefab, UIManager.Instance.UIContainer.transform);
            _networkConnectUI.Initialize(this);

            switch (_connectType)
            {
            case ConnectType.SinglePlayer:
                StartSinglePlayer();
                break;

            case ConnectType.Server:
                StartServer();
                break;

            case ConnectType.Client:
                StartClient();
                break;
            }
        }
예제 #6
0
        protected override void DoExit()
        {
#if USE_NETWORKING
            if (null != _networkConnectUI)
            {
                Destroy(_networkConnectUI.gameObject);
            }
            _networkConnectUI = null;

            if (Core.Network.NetworkManager.HasInstance)
            {
                Core.Network.NetworkManager.Instance.Discovery.ReceivedBroadcastEvent -= ReceivedBroadcastEventHandler;
                Core.Network.NetworkManager.Instance.DiscoverStop();

                Core.Network.NetworkManager.Instance.ServerConnectEvent      -= ServerConnectEventHandler;
                Core.Network.NetworkManager.Instance.ClientConnectEvent      -= ClientConnectEventHandler;
                Core.Network.NetworkManager.Instance.ClientSceneChangedEvent -= ClientSceneChangedEventHandler;
            }
#endif

            base.DoExit();
        }