예제 #1
0
 private void OnInputComplete(string input)
 {
     if (!string.IsNullOrEmpty(input))
     {
         if (this.m_receiver.IsOnline())
         {
             BnetWhisperMgr.Get().SendWhisper(this.m_receiver, input);
             ChatMgr.Get().AddRecentWhisperPlayerToTop(this.m_receiver);
         }
         else if (ChatMgr.Get().IsChatLogFrameShown())
         {
             if (!BnetWhisperMgr.Get().SendWhisper(this.m_receiver, input))
             {
                 this.m_chatLogFrame.m_chatLog.OnWhisperFailed();
             }
             ChatMgr.Get().AddRecentWhisperPlayerToTop(this.m_receiver);
         }
         else
         {
             object[] args    = new object[] { this.m_receiver.GetBestName() };
             string   message = GameStrings.Format("GLOBAL_CHAT_RECEIVER_OFFLINE", args);
             UIStatus.Get().AddError(message);
         }
     }
     if (ChatMgr.Get().IsChatLogFrameShown())
     {
         this.ShowInput(false);
     }
     else
     {
         UnityEngine.Object.Destroy(base.gameObject);
     }
 }
 private void OnInputComplete(string inputCommand)
 {
     this.m_inputActive = false;
     inputCommand       = inputCommand.TrimStart(new char[0]);
     if (!string.IsNullOrEmpty(inputCommand))
     {
         string str = this.ProcessCheat(inputCommand);
         if (!string.IsNullOrEmpty(str))
         {
             UIStatus.Get().AddError(str);
         }
     }
 }
예제 #3
0
 // Write a message to the UI Screen
 public static void say(string msg, bool is_error = false, string log = default_ui_log_name)
 {
     // Determine if we're to print an error message, or an ordinary message
     if (is_error)
     {
         // Add Error, and print via error printer
         UIStatus.Get().AddError(msg);
         Log.error("UI ::: " + msg, log);
     }
     else
     {
         // Add Info, and print via logger
         UIStatus.Get().AddInfo(msg);
         Log.log("UI ::: " + msg, log);
     }
 }
    private void TakeScreenshot()
    {
        string   folderPath = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
        DateTime now        = DateTime.Now;
        string   path       = string.Format("{0}/Hearthstone Screenshot {1:MM-dd-yy HH.mm.ss}.png", folderPath, now);
        int      num        = 1;

        while (System.IO.File.Exists(path))
        {
            path = string.Format("{0}/Hearthstone Screenshot {1:MM-dd-yy HH.mm.ss} {2}.png", folderPath, now, num++);
        }
        UIStatus.Get().HideIfScreenshotMessage();
        Application.CaptureScreenshot(path);
        base.StartCoroutine(this.NotifyOfScreenshotComplete());
        UnityEngine.Debug.Log(string.Format("screenshot saved to {0}", path));
    }
    private void OnInputSubmitted(string input)
    {
        string email = !this.m_usePlayer ? input.Trim() : this.m_player.GetBattleTag().ToString();

        if (email.Contains("@"))
        {
            BnetFriendMgr.Get().SendInviteByEmail(email);
        }
        else if (email.Contains("#"))
        {
            BnetFriendMgr.Get().SendInviteByBattleTag(email);
        }
        else
        {
            string message = GameStrings.Get("GLOBAL_ADDFRIEND_ERROR_MALFORMED");
            UIStatus.Get().AddError(message);
        }
        this.OnClosed();
    }
        public bool MoveNext()
        {
            uint num = (uint)this.$PC;

            this.$PC = -1;
            switch (num)
            {
            case 0:
                this.$current = null;
                this.$PC      = 1;
                return(true);

            case 1:
                UIStatus.Get().AddInfo(GameStrings.Get("GLOBAL_SCREENSHOT_COMPLETE"), true);
                this.$PC = -1;
                break;
            }
            return(false);
        }
예제 #7
0
 private bool InitReceiver()
 {
     this.m_receiver = null;
     if (this.m_recentPlayers.Count == 0)
     {
         string str;
         if (BnetFriendMgr.Get().GetOnlineFriendCount() == 0)
         {
             str = GameStrings.Get("GLOBAL_CHAT_NO_FRIENDS_ONLINE");
         }
         else
         {
             str = GameStrings.Get("GLOBAL_CHAT_NO_RECENT_CONVERSATIONS");
         }
         UIStatus.Get().AddError(str);
         return(false);
     }
     this.m_receiver = this.m_recentPlayers[0];
     return(true);
 }
예제 #8
0
    private bool OnBnetError(BnetErrorInfo info, object userData)
    {
        BnetFeature      feature      = info.GetFeature();
        BnetFeatureEvent featureEvent = info.GetFeatureEvent();

        if ((feature == BnetFeature.Friends) && (featureEvent == BnetFeatureEvent.Friends_OnSendInvitation))
        {
            string str;
            switch (info.GetError())
            {
            case BattleNetErrors.ERROR_OK:
                str = GameStrings.Get("GLOBAL_ADDFRIEND_SENT_CONFIRMATION");
                UIStatus.Get().AddInfo(str);
                return(true);

            case BattleNetErrors.ERROR_FRIENDS_FRIENDSHIP_ALREADY_EXISTS:
                str = GameStrings.Get("GLOBAL_ADDFRIEND_ERROR_ALREADY_FRIEND");
                UIStatus.Get().AddError(str);
                return(true);
            }
        }
        return(false);
    }
예제 #9
0
 public static void Message(string message)
 {
     UIStatus.Get().AddInfo(message);
 }
예제 #10
0
 private void Notify(string message)
 {
     Log(message);
     UIStatus.Get().AddInfo(message);
 }
예제 #11
0
 public static void say(string msg)
 {
     log(msg);
     UIStatus.Get().AddInfo(msg);
 }
예제 #12
0
파일: Graphics.cs 프로젝트: logos4181/BoL-8
 public static void AddErrorMsg(string msg)
 {
     UIStatus.Get().AddError(msg);
 }
예제 #13
0
파일: Graphics.cs 프로젝트: logos4181/BoL-8
 public static void AddInfoMsg(string msg)
 {
     UIStatus.Get().AddInfo(msg);
 }
예제 #14
0
 /// <summary>
 /// Display trace info to screen.
 /// </summary>
 /// <param name="message">The trace info.</param>
 public void ShowRockInfo(string message)
 {
     UIStatus.Get().AddInfo(message);
     this.tracer.Info(message);
 }