public void PressedCreateRoomOnLobby() { Debug.Log("ClubManager::PressedCreateRoomOnLobby"); backButton.Inactive(); StartCoroutine(AnimationTransit.Transition(transit, createRoomTransit, () => backButton.Active())); state = State.CreateRoom; }
public void OnCancelCreateRoom() { Debug.Log("ClubManager::OnCancelCreateRoom"); backButton.Inactive(); StartCoroutine(AnimationTransit.Transition(createRoomTransit, transit, () => backButton.Active())); state = State.Menu; }
private void onMatchingSucceeded() { backButton.Inactive(); StartCoroutine(AnimationTransit.Out(transit, () => { waitingManager.gameObject.SetActive(true); waitingManager.InMenu(); gameObject.SetActive(false); })); }
public void StartByHost() { guest = false; // TODO: var settings = new RoomSettings { WinsCount = 2, FallSpeed = 1.5f, }; var name = IdentificationNameUtility.Create(PhotonNetwork.playerName, PhotonNetwork.AuthValues.UserId); roomManager.CreateRoom(name, settings); backButton.Inactive(); StartCoroutine(AnimationTransit.Out(createRoomTransit, () => { waitingManager.gameObject.SetActive(true); waitingManager.InMenu(() => backButton.Active()); gameObject.SetActive(false); })); }
private void inWaitingWindow() { isInWaitingWindow = true; StartCoroutine(AnimationTransit.In(waitingWindowTransition)); }
private void outOpponentPanel() { isInOpponentPanel = false; StartCoroutine(AnimationTransit.Out(opponentPanelTransition)); }
private void inOpponentPanel() { isInOpponentPanel = true; StartCoroutine(AnimationTransit.In(opponentPanelTransition)); }
private void outPlayerPanel() { isInPlayerPanel = false; StartCoroutine(AnimationTransit.Out(playerPanelTransition)); }
private void inPlayerPanel() { isInPlayerPanel = true; StartCoroutine(AnimationTransit.In(playerPanelTransition)); }
public void OutMenu(Action afterAction = null) { StartCoroutine(AnimationTransit.Out(transit, afterAction)); }
public void Hide() { IsShow = false; StartCoroutine(AnimationTransit.Out(transit, () => gameObject.SetActive(false))); }
public void Out() { StartCoroutine(AnimationTransit.Out(transit)); }
public void In() { StartCoroutine(AnimationTransit.In(transit)); }
public void InMenu(Action afterAction = null) { StartCoroutine(AnimationTransit.In(menuTransit, afterAction)); }
private void outWaitingWindow() { isInWaitingWindow = false; StartCoroutine(AnimationTransit.Out(waitingWindowTransition)); }
public void InMenu(Action afterAction = null) { state = State.Menu; StartCoroutine(AnimationTransit.In(transit, afterAction)); OnStart(); }
private void cancelModeSelectTransition() { isInOpponentPanel = false; isInWaitingWindow = true; StartCoroutine(AnimationTransit.Transition(opponentPanelTransition, waitingWindowTransition)); }
public void Show() { gameObject.SetActive(true); IsShow = true; StartCoroutine(AnimationTransit.In(transit)); }