public void OnServerStateChanged(ServerState state)
        {
            switch (state)
            {
            case ServerState.Quickplay:
            case ServerState.Level:

                if (labyrinth != null)
                {
                    labyrinth.gameObject.Destroy();
                    labyrinth = null;
                }

                labyrinth = Labyrinths.Resources.Instance
                            .GetLabyrinthObject(GameManager.Instance.CurrentGame.CurrentLevel.Labyrinth)
                            .Create(GameManager.Instance.CurrentGame.CurrentLevel.Labyrinth);

                labyrinth.GenerateLabyrinthVisual();

                labyrinth.Init(enableCamera: true);

                labyrinth.Camera.OutputToTexture = false;

                roundText.gameObject.SetActive(true);

                roundText.text =
                    GameManager.Instance.CurrentGame.LevelState == ServerState.Quickplay ?
                    quickPlayString.Value :
                    roundString.Value + (GameManager.Instance.CurrentGame.CurrentLevel.Number + 1).ToString();

                break;

            case ServerState.Menu:
                break;

            default:
                roundText.gameObject.SetActive(false);

                if (labyrinth != null)
                {
                    labyrinth.gameObject.Destroy();
                    labyrinth = null;
                }



                break;
            }
        }
Exemplo n.º 2
0
 // Set waiting room enabled when labyrinth disabled / destoryed
 public void OnLabyrinthChanged(Labyrinths.LabyrinthObject labyrinth)
 {
     if (labyrinth == null)
     {
         waitingForNextRoundRoom.gameObject.SetActive(true);
     }
     else if (labyrinth.gameObject == null)
     {
         waitingForNextRoundRoom.gameObject.SetActive(true);
     }
     else
     {
         waitingForNextRoundRoom.gameObject.SetActive(false);
     }
 }