void OnGetCharacters(FaustComm.NetResponse msg) { if (msg.Succeeded) { ConnectionManager.Instance.SendACK(GetCharacters, true); Camera camera = this.GetComponentInChildren <Camera>(); camera.cullingMask = 1 << LayerMask.NameToLayer("2DUILOADING") | 1 << LayerMask.NameToLayer("2DUI"); Debug.Log("Characters retrieved successfully."); GetCharactersResponse myMsg = (GetCharactersResponse)msg; for (int i = 0; i < FCConst.k_role_count; i++) { EnumRole role = (EnumRole)i; if (myMsg.playerInfos.ContainsKey(role)) { _playerInfos[role] = myMsg.playerInfos[role]; } else { _playerInfos[role] = null; } } _selectedRoleID = (EnumRole)PlayerPrefs.GetInt("LastUsedRole", 0); InitRoleModelsWithEquipments(); if (IsForceToSelectServer) { _loadingStep = EnumLoadingStep.step3; IsForceToSelectServer = false; } else { if (!IsFreshFish || IsManualSelectServerComplete) { _loadingStep = EnumLoadingStep.step4; } else { _loadingStep = EnumLoadingStep.step3; } } } else { UIMessageBoxManager.Instance.ShowMessageBox(Utils.GetErrorIDS(msg.errorCode), "", MB_TYPE.MB_OK, null); } }
public void StepAt(EnumLoadingStep step) { _loadingStep = step; }
void UpdateLoading() { switch (_loadingStep) { case EnumLoadingStep.step1: //get Characters ConnectionManager.Instance.RegisterHandler(GetCharacters, true); _loadingStep = EnumLoadingStep.step2; break; case EnumLoadingStep.step2: //waiting break; case EnumLoadingStep.step3: IsManualSelectServerComplete = false; if (!UIManager.Instance.IsUIOpened("UISelectServer")) { OnSelectServer(); if (AppLoading.Instance != null) { AppLoading.Instance.FinishLoading(); } } break; case EnumLoadingStep.step4: if (UIManager.Instance.IsUIOpened("UISelectServer")) { UIManager.Instance.CloseUI("UISelectServer"); UIManager.Instance.OpenUI("CharacterSelection"); } accountId.text = NetworkManager.Instance.UdidDisplay; InitSelectServerButton(); RefreshAccount(); ShowRoleByID(NetworkManager.Instance.SelectedRole); _loadingStep = EnumLoadingStep.step5; break; case EnumLoadingStep.step5: //waiting... break; case EnumLoadingStep.step6: //start game clicked _loadingStep = EnumLoadingStep.step7; StartGameCheckPlayerFirst(); break; case EnumLoadingStep.step7: //waiting for net message. break; case EnumLoadingStep.step8: StartCoroutine(EnterGame()); _loadingStep = EnumLoadingStep.NotAvalible; break; case EnumLoadingStep.step9: //resume _roleAnimators[_selectedRoleID].enabled = true; _loadingStep = EnumLoadingStep.step5; break; default: break; } }
bool PassStep(EnumLoadingStep step) { return(step <= _loadingStep); }