/// <summary> /// Lance le jeu (Le LoginScreen). /// </summary> protected void StartMain() { WorldInfos.Init(); LevelsInfos.Init(); SquadPattern.Init(); if (enableLogsGameManager) { Debug.Log("Finished loading the Main scene"); } loader.OnPreloadDone -= StartMain; //Server myServer = ServerManager.Instance; myServer.OnLoginSuccess += ServerManager_OnLoginSuccess; myServer.OnGettingDatasSuccess += ServerManager_OnGettingDatasSuccess; myServer.OnStartFTUE += FTUE; Credentials = Credentials.CheckLocalCredentials(); if (Credentials == null) { if (enableLogsGameManager) { Debug.LogWarning("[GameManager] No local credentials"); } uiManager.AddScreen(Login.Instance); } else { myServer.Login(Credentials, true); } }
protected void LevelManager_OnCameraFinishToward() { levelManager.OnCameraFinishToward -= LevelManager_OnCameraFinishToward; if (IsInFTUE) { List <SquadPattern> squadPatterns = new List <SquadPattern> { SquadPattern.GetSquadPattern("FTUE", 1) }; SelectionSquad_OnPlay(squadPatterns); } else if (IsInDailyQuest) { List <SquadPattern> squadPatterns = new List <SquadPattern> { SquadPattern.GetSquadPattern(LevelsInfos.getLevelInfos(WorldIndex, LevelIndex).bestSquadName, 3), SquadPattern.GetSquadPattern(LevelsInfos.getLevelInfos(WorldIndex, LevelIndex).bestSquadName, 3) }; SelectionSquad_OnPlay(squadPatterns); } else { UIManager.Instance.AddScreen(SelectionSquad.Instance); } }
private void SelectionSquadCard_OnSelected(SelectionSquadCard selectionSquadCard, SquadPattern squadPattern) { selectedPatterns.Add(squadPattern); selectedSquads.Add(selectionSquadCard); if (selectedSquads.Count > 2) { selectedPatterns.RemoveAt(0); selectedSquads[0].isSelectable(); selectedSquads.RemoveAt(0); } }
private void SelectionSquadCard_OnDeSelected(SelectionSquadCard selectionSquadCard, SquadPattern squadPattern) { selectedPatterns.Remove(squadPattern); selectedSquads.Remove(selectionSquadCard); }
public void ShowSquads(int worldIndex, int levelIndex) { WorldName.text = String.Concat(worldIndex + 1, ". ", WorldInfos.worldInfos[worldIndex].name); LevelName.text = "Level " + (levelIndex + 1); LevelsInfos infos = LevelsInfos.getLevelInfos(worldIndex, levelIndex); int length = lines.Count; int i = 0; for (i = length - 1; i >= 0; i--) { Destroy(lines[i]); lines.RemoveAt(i); } for (i = 0; i < squadCards.Count; i++) { squadCards[i].OnSelected -= SelectionSquadCard_OnSelected; } hadBestSquad = false; GameObject line = Instantiate(LinePrefab, AllSquadsPanel.transform); GameObject bestLineSquad = Instantiate(LinePrefab, BestSquadPanel.transform); lines.Add(line); lines.Add(bestLineSquad); GameObject squadCard; sortedSquads = new List <List <Squad> >(); selectedSquads = new List <SelectionSquadCard>(); selectedPatterns = new List <SquadPattern>(); squadCards = new List <SelectionSquadCard>(); List <Squad> squads = GameManager.PlayerDatas.squads; length = squads.Count; Squad squad; int maxLevel = 0; for (i = 0; i < length; i++) { if (maxLevel < squads[i].level) { maxLevel = squads[i].level; } } for (i = 0; i < maxLevel; i++) { sortedSquads.Add(new List <Squad>()); } for (i = 0; i < length; i++) { sortedSquads[squads[i].level - 1].Add(squads[i]); } int internalLength = 0; int howManySquadsInLines = 0; int howManyBestSquadsInLines = 0; SelectionSquadCard selectionSquadCard; for (i = maxLevel - 1; i >= 0; i--) { internalLength = sortedSquads[i].Count; for (int j = internalLength - 1; j >= 0; j--) { squad = sortedSquads[i][j]; if (SquadPattern.GetSquadPattern(squad.name, squad.level).name == infos.bestSquadName) { hadBestSquad = true; if (howManyBestSquadsInLines % 4 == 0 && howManyBestSquadsInLines != 0) { bestLineSquad = Instantiate(LinePrefab, BestSquadPanel.transform); lines.Add(bestLineSquad); howManyBestSquadsInLines = 1; } else { howManyBestSquadsInLines++; } squadCard = Instantiate(SelectionSquadCardPrefab, bestLineSquad.transform); } else { if (howManySquadsInLines % 4 == 0 && howManySquadsInLines != 0) { line = Instantiate(LinePrefab, AllSquadsPanel.transform); lines.Add(line); howManySquadsInLines = 1; } else { howManySquadsInLines++; } squadCard = Instantiate(SelectionSquadCardPrefab, line.transform); } selectionSquadCard = squadCard.GetComponent <SelectionSquadCard>(); selectionSquadCard.InitCard(SquadPattern.GetSquadPattern(squad.name, squad.level), squad); selectionSquadCard.OnSelected += SelectionSquadCard_OnSelected; selectionSquadCard.OnDeSelected += SelectionSquadCard_OnDeSelected; squadCards.Add(selectionSquadCard); LayoutRebuilder.ForceRebuildLayoutImmediate(BestSquadPanel.GetComponentInParent <RectTransform>()); } } BestSquadPanel.SetActive(hadBestSquad); }