public override void SetIsOpened(bool value, bool raiseEvent = true)
        {
            base.SetIsOpened(value, raiseEvent);

            m_gameState  = Dependencies.GameState;
            m_gameServer = Dependencies.GameServer;
            Sequence[SaveReplayAction].interactable = !m_gameState.IsReplay && m_gameServer.IsConnected;
            Sequence[SaveReplayAction].gameObject.SetActive(!m_gameState.IsReplay);

            m_saveReplayPanel.SetIsOpened(false, raiseEvent);
        }
예제 #2
0
        private void Update()
        {
            //if (m_gameState.IsContextActionInProgress(LocalPlayerIndex))
            //{
            //    return;
            //}
            if (m_gameState.IsPauseStateChanging)
            {
                return;
            }



            if (m_inputManager.GetButtonDown(InputAction.Back, LocalPlayerIndex, false, false))
            {
                if (m_gameState.IsContextActionInProgress(LocalPlayerIndex))
                {
                    m_gameState.IsContextActionInProgress(LocalPlayerIndex, false);
                    return;
                }

                if (!m_gameState.IsActionsMenuOpened(LocalPlayerIndex))
                {
                    m_gameState.IsMenuOpened(LocalPlayerIndex, !m_gameState.IsMenuOpened(LocalPlayerIndex));
                    m_menuPanel.SetIsOpened(!m_menuPanel.IsOpened);
                }
            }

            if (m_gameState.IsMenuOpened(LocalPlayerIndex))
            {
                if (m_inputManager.GetButtonDown(InputAction.B, LocalPlayerIndex, true, false))
                {
                    if (m_menuPanel.IsOpened)
                    {
                        m_gameState.IsMenuOpened(LocalPlayerIndex, false);
                    }
                    m_menuPanel.SetIsOpened(false);
                    m_consolePanel.SetIsOpened(false);
                    m_settingsPanel.SetIsOpened(false);
                    m_resultsPanel.SetIsOpened(false);
                }
            }
        }