// Use this for initialization void Start() { PhotonNetwork.ConnectUsingSettings(); //PhotonNetwork.ConnectToRegion("cn"); _lobbyUiController = GetComponent <LobbyUIController>(); _lobbyUiController.LobbyInit(); }
private void Awake() { // sprite list load abilitySpriteList = Resources.LoadAll <Sprite>("UI/AbilityIcons"); instance = this; }
public void SetLobbyUI() { if (createlobbyUI == null) { Debug.LogError("UIManager CreateIngameUI is Null !!"); return; } if (lobbyUI == null) { GameObject go = Instantiate(createlobbyUI, transform); lobbyUI = go.GetComponent <LobbyUIController>(); } if (inGameUI != null) { inGameUI.gameObject.SetActive(false); } if (loadingUI != null) { loadingUI.gameObject.SetActive(false); } lobbyUI.gameObject.SetActive(true); lobbyUI.OnInitialized(); SetMainCanvasScale(lobbyUI.GetComponent <CanvasScaler>()); }
void OnLevelWasLoaded(int levelNum) { if (levelNum == 1) { lobbyUI = FindObjectOfType <LobbyUIController>(); lobbyUI.client = this; } }
// Use this for initialization void Awake() { Debug.Log(PhotonNetwork.InLobby + " Room" + PhotonNetwork.InRoom); PhotonNetwork.ConnectUsingSettings(); //PhotonNetwork.ConnectToRegion("cn"); _lobbyUiController = GetComponent <LobbyUIController>(); _lobbyUiController.LobbyInit(); }
// Start is called before the first frame update private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
void Start() { backgroundMusic = GetComponent <AudioSource>(); instance = this; }
void updateRooms() { // check each room thats not the lobby for (int roomIndex = 1; roomIndex < rooms.Count; ++roomIndex) { Room room = rooms[roomIndex]; List <PlayerState> playersInRoom = rooms[roomIndex].players; //if game not going if (room.countdownTimer > 0) { // check if all players are ready bool allReady = true; for (int i = 0; i < playersInRoom.Count; ++i) { if (!playersInRoom[i].ready) { allReady = false; break; } } if (allReady && playersInRoom.Count >= 2) { int btime = (int)(room.countdownTimer + 1); room.countdownTimer -= Time.deltaTime; int ptime = (int)(room.countdownTimer + 1); if (ptime != btime) { if (ptime == 0) { generateAndSendStartPackets(roomIndex); } else { Packet cdPacket = new Packet(PacketType.GAME_COUNTDOWN); cdPacket.Write(ptime); broadcastPacket(cdPacket, roomIndex); } } } else { room.countdownTimer = 5.0f; } continue; } // find number of alive players in this room (also check for winner while your at it) PlayerState winner = null; int numAlive = 0; for (int i = 0; i < playersInRoom.Count; ++i) { if (playersInRoom[i].alive) { ++numAlive; winner = playersInRoom[i]; } } if (numAlive <= 1) // if either of these then game is over { Packet gpacket = new Packet(PacketType.GAME_END); string message = ""; if (numAlive == 0) { message = LobbyUIController.getTextWithColor("It's a Draw!", Color.yellow); } else { message = LobbyUIController.getTextWithColor(winner.name, winner.color) + " Wins!"; } gpacket.Write(message); broadcastPacket(gpacket, roomIndex); for (int i = 0; i < playersInRoom.Count; ++i) { Debug.Log("SERVER: moving " + playersInRoom[i].name + " back to lobby"); movePlayerToRoom(playersInRoom[i], 0); // move them back to lobby } --roomIndex; // a room got removed from room list so do this continue; } // else game still going so send state updates Packet updatePacket = new Packet(PacketType.STATE_UPDATE); updatePacket.Write(numAlive); // send positions of other alive players in room for (int i = 0; i < playersInRoom.Count; ++i) { if (playersInRoom[i].alive) { updatePacket.Write(playersInRoom[i].id); updatePacket.Write(playersInRoom[i].pos); } } // send out packet to all players in room broadcastPacket(updatePacket, roomIndex); } }
public void init(LobbyUIController lui, Transform parent) { lobbyUI = lui; rt.SetParent(parent, false); }