//------------------ //SAVE & CANCEL BUTTONS: //------------------ public void OnApplyBtn() { DisplayErrorText(""); try { currentCharacter.ValidateSettings(); } catch (InvalidOperationException e) { Logger.LogFormat("Invalid character settings: {0}", Category.UI, e.Message); DisplayErrorText(e.Message); return; } SaveData(); LobbyManager.Instance.lobbyDialogue.gameObject.SetActive(true); if (GameData.IsLoggedIn) { LobbyManager.Instance.lobbyDialogue.ShowConnectionPanel(); } else { LobbyManager.Instance.lobbyDialogue.ShowLoginScreen(); } gameObject.SetActive(false); }
//------------------ //SAVE & CANCEL BUTTONS: //------------------ public void OnApplyBtn() { DisplayErrorText(""); try { currentCharacter.ValidateSettings(); } catch (InvalidOperationException e) { Logger.LogFormat("Invalid character settings: {0}", Category.UI, e.Message); DisplayErrorText(e.Message); return; } SaveData(); LobbyManager.Instance.lobbyDialogue.gameObject.SetActive(true); if (ServerData.Auth.CurrentUser != null) { if (onCloseAction != null) { onCloseAction.Invoke(); onCloseAction = null; } else { LobbyManager.Instance.lobbyDialogue.ShowConnectionPanel(); } } else { Logger.LogWarning("User is not logged in! Returning to login screen."); LobbyManager.Instance.lobbyDialogue.ShowLoginScreen(); } gameObject.SetActive(false); }
private async Task OnApplyBtnLogic() { StartCoroutine(SaveCurrentCharacterSnaps()); DisplayErrorText("Saving.."); //A hacky solution to be able to get character snaps before the UI shuts itself and hides/deletes the player. await Task.Delay(500); DisplayErrorText(""); try { currentCharacter.ValidateSettings(); } catch (InvalidOperationException e) { Logger.LogFormat("Invalid character settings: {0}", Category.Character, e.Message); SoundManager.Play(SingletonSOSounds.Instance.AccessDenied); DisplayErrorText(e.Message); return; } PlayerCharacters[currentCharacterIndex] = currentCharacter; //Ensure that the character skin tone is assigned when saving the character string skintone = currentCharacter.SkinTone = "#" + ColorUtility.ToHtmlStringRGB(CurrentSurfaceColour); PlayerCharacters[currentCharacterIndex].SkinTone = skintone; SaveData(); ShowCharacterSelectorPage(); SoundManager.Play(SingletonSOSounds.Instance.Click01); gameObject.SetActive(false); }
//------------------ //SAVE & CANCEL BUTTONS: //------------------ public void OnApplyBtn() { DisplayErrorText(""); try { currentCharacter.ValidateSettings(); } catch (InvalidOperationException e) { Logger.LogFormat("Invalid character settings: {0}", Category.UI, e.Message); DisplayErrorText(e.Message); return; } SaveData(); gameObject.SetActive(false); }
private void OnApplyBtnLogic() { DisplayErrorText(""); try { currentCharacter.Name = TruncateName(currentCharacter.Name); currentCharacter.AiName = TruncateName(currentCharacter.AiName); currentCharacter.ValidateSettings(); } catch (InvalidOperationException e) { Logger.LogFormat("Invalid character settings: {0}", Category.Character, e.Message); _ = SoundManager.Play(CommonSounds.Instance.AccessDenied); DisplayErrorText(e.Message); return; } PlayerCharacters[currentCharacterIndex] = currentCharacter; //SaveData Saves the PlayerCharacters SaveData(); GetSavedCharacters(); ShowCharacterSelectorPage(); _ = SoundManager.Play(CommonSounds.Instance.Click01); gameObject.SetActive(false); }