Пример #1
0
 public void CancleMatching()
 {
     if (this.lobbyState.Equals(LobbyState.WAITFORPLAYING))
     {
         this.lobbyState = LobbyState.IDLE;
         LoadingScene.SetActive(false);
         AudioManager.Instance.InitEffectAudio();
         AudioManager.Instance.BackGroundClipRestore();
         AudioManager.Instance.PlayOneShotEffectClipByName("Button_Lobby");
         Network_Client.StopThread();
     }
 }
Пример #2
0
    IEnumerator ResultRoutine()
    {
        Network_Client.StopThread();
        yield return(new WaitForSeconds(1.0f));

        IEnumerator playerroutine = ShowScore(playerName, playerresult, playerScore);

        StartCoroutine(playerroutine);
        yield return(new WaitUntil(() => playerroutine.MoveNext() == false));

        yield return(new WaitForSeconds(0.5f));

        IEnumerator enemyroutine = ShowScore(enemyName, enemyresult, enemyScore);

        StartCoroutine(enemyroutine);
        yield return(new WaitUntil(() => enemyroutine.MoveNext() == false));

        yield return(new WaitForSeconds(1f));

        if (playerScore > enemyScore)
        {
            GameWin();
        }
        else if (playerScore < enemyScore)
        {
            GameLose();
        }
        else
        {
            GameTie();
        }
        yield return(new WaitForSeconds(1f));

        EXPgaintext.gameObject.SetActive(true);
        yield return(new WaitForSeconds(1f));

        Back_To_Lobby.SetActive(true);
#if UNITY_EDITOR || UNITY_WINDOW
        yield return(new WaitUntil(() => Input.GetMouseButtonDown(0)));
#elif UNITY_ANDROID
        yield return(new WaitUntil(() => Input.GetTouch(0).tapCount > 0));
#endif
        PlayManage.Instance.SaveData();
        StartCoroutine(PlayManage.Instance.LoadScene("Lobby"));
    }