// void Awake() { _instance = this; Initialize(); // manager _playerInitProperty = Instantiate(PrefPlayerInitProperty); _ui = Instantiate(PrefLobbyUIManager); }
void Awake() { if (instance == null) { instance = this; } else { DestroyImmediate(this); } init(); }
void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } }
private void Start() { #region WorldClick if (m_WorldBtn != null) { m_WorldBtn.onClick.AddListener(() => { GameManager.instance.WdManager.NowPlayWorld = m_WorldInfo; Debug.Log("WorldClick"); //GameManager.instance.WdManager.NowPlayWorld = this.GetComponent<WorldInfo>(); //1.랜덤으로 World_RandomChpaterList를 돌린다 //2.퍼센트에 따라서 조건이 나올확률이다. if (GameManager.instance.WdManager.NowPlayWorld.isChapter == false) //챕터가 만약에 저장된게없다면 들어오게됨 { RandomSetting(); if (GameManager.instance.WdManager.NowPlayWorld.isWorldClear == false) { GameManager.instance.WdManager.SelectedWorldID = m_WorldInfo.Worldid; } GameManager.instance.WdManager.NowPlayWorld.isChapter = true; }// if (GameManager.instance.WdManager.NowPlayWorld.isChapter == false) else { if (GameManager.instance.WdManager.NowPlayWorld.ExitChapter != true) { RandomSetting(); } } //처음세팅할때만 저장할때 키는곳 GameManager.instance.SaveManager.PlayerPrefs_WorldChapterListSave(); //다섯개가 성성되고 챕터패널이 활성화되는곳 LobbyUIManager a_UIMager = FindObjectOfType <LobbyUIManager>(); a_UIMager.SettingWorld_ChpaterList(); });// m_WorldBtn.onClick.AddListener(() => }// if (m_WorldBtn != null) #endregion WorldClick }
public void OnClickJoinRoom(string roomName) { RoomLayoutGroup _roomLayout; bool isAvailable = false; _roomLayout = GameObject.Find("RoomLayout").GetComponent <RoomLayoutGroup>(); RoomInfo[] rooms = PhotonNetwork.GetRoomList(); GameObject roomNameTextObj; if (PhotonNetwork.JoinRoom(roomName)) { foreach (RoomInfo room in rooms) { isAvailable = _roomLayout.CheckJoiningRoomWithButton(room, roomName); roomNameTextObj = _roomLayout.CheckRoomNameTextObjWithButton(room, roomName); ChangeRoomName(roomName, roomNameTextObj); if (isAvailable) { break; } } } else { print("Join room failed."); } if (isAvailable) { PhotonNetwork.JoinRoom(roomName); GameObject joinRoom = GameObject.Find("sectionView2 - connected menu"); Animator joinRoomAnim = joinRoom.transform.GetComponent <Animator>(); joinRoomAnim.SetBool("JoinRoom", true); ChangeRoomName(roomName); print("Join (" + roomName + ") room"); } else { LobbyUIManager lobbyUI = GameObject.Find("lobbyUIManager").GetComponent <LobbyUIManager>(); lobbyUI.OpenJoiningRoomFailedPanelInLobby(); print("Room id is dose not exist"); } }
public void JoinRoom() { RoomLayoutGroup _roomLayout; string roomName = photonButt.joinRoomInput.text; bool isAvailable = false; // ตรวจสอบว่า idของห้องที่ป้อนไป หลังจากกดปุ่ม Join ไปแล้วปัจจุบันมี idตรงตามที่ป้อนไปหรือไม่ // ทำการส่งไปให้ RoomLayoutGroup ตรวจสอบ เนื่องจากจำเป็นต้องตรวจสอบจาก Listทั้งหมดของ RoomListingButtons ใน class RoomLayoutGroup _roomLayout = GameObject.Find("RoomLayout").GetComponent <RoomLayoutGroup>(); RoomInfo[] rooms = PhotonNetwork.GetRoomList(); foreach (RoomInfo room in rooms) { isAvailable = _roomLayout.CheckJoiningRoomWithButton(room, roomName); if (isAvailable) { break; } } if (isAvailable) { PhotonNetwork.JoinRoom(photonButt.joinRoomInput.text); GameObject joinRoom = GameObject.Find("sectionView2 - connected menu"); Animator joinRoomAnim = joinRoom.transform.GetComponent <Animator>(); ChangeRoomName(roomName); joinRoomAnim.SetBool("JoinRoom", true); photonButt.joinRoomInput.text = null; LobbyUIManager lobbyUI = GameObject.Find("lobbyUIManager").GetComponent <LobbyUIManager>(); lobbyUI.CloseJoiningRoomPanelInLobby(); print("Join (" + roomName + ") room"); } else { LobbyUIManager lobbyUI = GameObject.Find("lobbyUIManager").GetComponent <LobbyUIManager>(); lobbyUI.OpenJoiningRoomFailedPanelInLobby(); print("Room id is dose not exist"); } }
/*---------------------------------------------------- AWAKE & START ----------------------------------------------------*/ void Awake() { networkDebug = networkDebugging; lobbyUIManager = GameObject.Find("LobbyUIManager").GetComponent <LobbyUIManager>(); }
/*---------------------------------------------------- AWAKE & START ----------------------------------------------------*/ void Awake() { networkDebug = networkDebugging; lobbyUIManager = GameObject.Find("LobbyUIManager").GetComponent<LobbyUIManager>(); }
public void UpdatePlayerName(LobbyUIManager lobbyManager, string newName) { CmdUpdatePlayerName(newName); Debug.Log("Update player name in room player"); }
// Use this for initialization private void Awake() { instance = this; }
public LobbyUIManager() { m_inst = this; }