IEnumerator ConnetSequence() { yield return(new WaitForEndOfFrame()); // デフォルトロビーへの自動入室を許可する MonobitNetwork.autoJoinLobby = true; // MUNサーバに接続する MonobitNetwork.ConnectServer(serverName); connectStep = ConnectStep.ServerConnecting; dialogManager.DialogButton(serverName + "へ接続します"); while (true) { yield return(new WaitForSeconds(1.0f)); if (MonobitNetwork.isConnect) { connectStep = ConnectStep.LobbyEntering; break; } } dialogManager.SetMessage(serverName + "へ接続完了。\nデフォルトロビーに入ります"); while (true) { yield return(new WaitForSeconds(1.0f)); if (MonobitNetwork.inLobby) { connectStep = ConnectStep.NameEntry; break; } } bool onEntered = false; string playerName = ""; dialogManager.InputDialog( "デフォルトロビーに入りました。\nプレイヤー名を入力してください", "Enter", () => { onEntered = true; playerName = dialogManager.GetInputValue(); } ); while (!onEntered) { yield return(new WaitForSeconds(0.125f)); } dialogManager.DialogButton(playerName + "さん、いらっしゃいませ"); MonobitNetwork.playerName = playerName; yield return(null); }
public static SpawnList <ListPathTraversalNode> GetPossibleExpansions(TestFloorPlan floorPlan, List <RoomHallIndex> candList) => ConnectStep <IFloorPlanTestContext> .GetPossibleExpansions(floorPlan, candList);
public static ListPathTraversalNode?GetRoomToConnect(TestFloorPlan floorPlan, RoomHallIndex chosenFrom, Dir4 dir) => ConnectStep <IFloorPlanTestContext> .GetRoomToConnect(floorPlan, chosenFrom, dir);
public static new bool HasBorderOpening(IRoomGen roomFrom, Rect rectTo, Dir4 expandTo) => ConnectStep <IFloorPlanTestContext> .HasBorderOpening(roomFrom, rectTo, expandTo);