public static void UpdateUI() { State state = SimulationUtil.GetCurrentState(); if (state == State.INTIALIZE) { return; } UIPanelUtil.ManagePanels(); }
public static void DebugGUI() { State state = SimulationUtil.GetCurrentState(); switch (state) { case State.IN_CHAT: if (DebugUsers) { Rect debugUsersRect = new Rect(0, 0, 300, 100); GUI.Window(Constants.GUI_DEBUG_USERS_ID, debugUsersRect, GUI_DrawDebugUsers, "Users"); } break; } }
public static void ManagePanels() { UIHolder uiHolder = UIUtil.GetUIHolder(); Simulation simulation = SimulationUtil.GetSimulation(); State currentState = SimulationUtil.GetCurrentState(); State lastState = SimulationUtil.GetLastState(); PanelType currentPanel = GetPanelTypeByState(currentState); PanelType lastPanel = GetPanelTypeByState(lastState); if (!IsPanelOpenned(currentPanel) && uiHolder.PanelToOpen == PanelType.NONE) { uiHolder.PanelToOpen = currentPanel; } if (uiHolder.PanelToClose == PanelType.NONE) { for (int i = 0; i < uiHolder.InstantiatedPanels.Count; i++) { PanelType instantiatedPanelType = uiHolder.InstantiatedPanels[i]; UIPanel instantiatedPanel = GetUIPanel(instantiatedPanelType); State desiredState = SimulationUtil.GetStateByPanelType(instantiatedPanelType); if (instantiatedPanel.gameObject.activeSelf && !simulation.States.Contains(desiredState)) { uiHolder.PanelToClose = instantiatedPanelType; break; } } } ManageOpenningPanel(); ManageClosingPanels(); UpdateOppenedPanels(); }
void Update() { SimulationUtil.ManageStateChanging(); State currentState = SimulationUtil.GetCurrentState(); SimulationUtil.UpdateTick(); switch (currentState) { case State.INTIALIZE: AccessUtil.LoadAccess(); SimulationUtil.InitializeSimulation(); CameraUtil.InitializeMainCameraComponent(); UIUtil.InitializeUI(); SimulationUtil.SetState(State.LOGIN); break; case State.LOGIN: { if (Simulation.Backend != null) { SimulationUtil.SetState(State.CONNECTING); } } break; case State.IN_CHAT: { if (!ClientUtil.IsConnected()) { UnityEngine.Debug.Log("Disconnected"); if (Simulation.Backend != null && Simulation.Backend.HasExited) { Simulation.Backend = null; } SimulationUtil.SetState(State.LOGIN); break; } if (SimulationUtil.Tick()) { FollowerUtil.UpdateFollowers(); } ChatUtil.UpdateChat(); } break; case State.LOGIN_SETTINGS: break; case State.CONNECTING: { if (!SimulationUtil.Tick()) { break; } UnityEngine.Debug.Log("Connecting"); if (ClientUtil.IsConnected()) { SimulationUtil.SetState(State.HUB); UnityEngine.Debug.Log("Connection complete !"); } } break; case State.HUB: { Client.ReadMessages = true; if (SimulationUtil.Tick()) { FollowerUtil.UpdateFollowers(); } } break; } UIUtil.UpdateUI(); }