IEnumerator ModeSelectProc(int mode) { DialogController.OpenMessage(DialogController.MESSAGE_LOADING, DialogController.MESSAGE_POSITION_RIGHT); yield return(null); switch (mode) { case MODE_MENU: DispMenu(); break; case MODE_WEAPON_BUY: DispStoreWeaponBuyList(); break; case MODE_WEAPON_CUSTOM: DispWeaponCustomList(); break; case MODE_MUSIC: DispStoreMusicList(); break; } yield return(null); DialogController.CloseMessage(); }
public void OpenConfig() { //ダイアログ表示 ScreenManager.Instance.FadeUI(configCanvas.gameObject, true); Setting(); DialogController.CloseMessage(); }
//ネットワーク接続なし private void SetNoCustom() { isConnectedNetwork = false; if (!UserManager.isCheckCustomSceneNetwork) { UserManager.isCheckCustomSceneNetwork = true; string message = "Network接続に失敗したため\n"; message += "武器の強化は行えません。"; DialogController.OpenDialog(message); } DialogController.CloseMessage(); }
//武器購入成功処理 private void WeaponBuyResult(int weaponNo) { DialogController.CloseMessage(); //所持ポイント表示 textPoint.text = UserManager.userPoint.ToString(); //武器リスト更新 UserManager.AddOpenWeapon(weaponNo); DispStoreWeaponBuyList(); DialogController.OpenDialog("購入成功!!"); }
//武器カスタム失敗処理 private void CustomErrorProc(string errorCode) { DialogController.CloseMessage(); string errorMessage = "エラー"; switch (errorCode) { case "300000": errorMessage += "\nポイントが足りません"; break; } DialogController.OpenDialog(errorMessage); }
private void ArenaRankingCallback() { //MyRank SetArenaRank(myRankingTran, ModelManager.battleRanking.my_ranking); //TopRank foreach (BattleRankingRecord ranking in ModelManager.battleRanking.ranking) { Transform rankingTran = Instantiate(rankingObj).transform; rankingTran.SetParent(rankingArea, false); SetArenaRank(rankingTran, ranking); } DialogController.CloseMessage(); }
//武器購入失敗処理 private void BuyErrorProc(string errorCode) { DialogController.CloseMessage(); string errorMessage = "購入失敗"; switch (errorCode) { case "300000": errorMessage += "\nポイントが足りません"; break; } //Tagセット SetWeaponBuyTag(); DialogController.OpenDialog(errorMessage); }
//武器カスタム成功処理 private void WeaponCustomResult(int weaponNo, int type, UnityAction callback = null) { DialogController.CloseMessage(); //所持ポイント表示 textPoint.text = UserManager.userPoint.ToString(); //武器カスタム状態更新 UserManager.SaveWeaponCustomInfo(weaponNo, type); if (callback != null) { callback.Invoke(); } DialogController.OpenDialog("強化成功!!"); }
public void ReturnModeSelect() { if (isPlayAd) { //広告表示 UnityAds.Instance.Play(); isPlayAd = false; } UnityAction collback = () => { Init(true); SwitchModeSelectArea(true, true); DialogController.CloseMessage(); }; CameraRotate(true, collback); }
public void CloseConfig() { DialogController.OpenMessage(DialogController.MESSAGE_LOADING, DialogController.MESSAGE_POSITION_RIGHT); //設定保存 UserManager.SaveConfig(); //ダイアログ非表示 ScreenManager.Instance.FadeUI(configCanvas.gameObject, false); //シーンごとの処理 switch (SceneManager.GetActiveScene().name) { case Common.CO.SCENE_TITLE: GameObject.Find("PhotonManager").GetComponent <PhotonManager>().ReturnModeSelect(); break; case Common.CO.SCENE_BATTLE: DialogController.CloseMessage(); break; } }
IEnumerator LoadProccess(string sceneName, string message = "") { Image[] imgs = new Image[] { fadeImg }; isSceneFade = true; //メッセージ表示 if (message != "") { DialogController.OpenMessage(message, DialogController.MESSAGE_POSITION_RIGHT); } //フェードアウト Coroutine fadeOut = StartCoroutine(Fade(imgs, false)); yield return(fadeOut); //BGM停止 SoundManager.Instance.StopBgm(sceneName); //シーンロード PhotonNetwork.LoadLevel(sceneName); //フェードイン Coroutine fadeIn = StartCoroutine(Fade(imgs, true)); yield return(fadeIn); //BGM再生 SoundManager.Instance.PlayBgm(sceneName); //メッセージ非表示 if (message != "") { DialogController.CloseMessage(); } isSceneFade = false; }
public void OnFailedToConnectToPhoton(object parameters) { DialogController.CloseMessage(); isConnectFailed = true; Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + parameters + " ServerAddress: " + PhotonNetwork.ServerAddress); }
public void OnDisconnectedFromPhoton() { DialogController.CloseMessage(); //Debug.Log("Disconnected from Photon."); }
void Update() { if (!isReadyGame) { return; } if (isNetworkMode) { if (PhotonNetwork.connected && !isConnectFailed) { // *** 接続成功 *** if (!PhotonNetwork.connectedAndReady) { //準備中 DialogController.OpenMessage(DialogController.MESSAGE_CONNECT, DialogController.MESSAGE_POSITION_RIGHT); return; } if (!preConnectedAndReady) { //準備完了 preConnectedAndReady = true; DialogController.CloseMessage(); } if (networkArea.GetActive()) { //接続状況更新 roomStatusText.text = "Room :" + PhotonNetwork.countOfRooms + " / Player :" + PhotonNetwork.countOfPlayers; } else { //部屋選択表示 SwitchNetworkArea(true, true); //初期値設定 PlayerPrefs.SetString("playerName", PhotonNetwork.playerName); } } else { // *** 未接続 *** SwitchNetworkArea(false); if (PhotonNetwork.connecting) { // *** 接続中 *** DialogController.OpenMessage(DialogController.MESSAGE_CONNECT, DialogController.MESSAGE_POSITION_RIGHT); } else { DialogController.CloseMessage(); } if (isConnectFailed && !isDialogOpen) { // *** 接続失敗 *** isDialogOpen = true; DialogController.OpenDialog(MESSAGE_CONNECT_FAILED, () => ConnectStart(), () => ExitGame()); } } } }
//ネットワーク接続あり private void SetCustom() { isConnectedNetwork = true; textPoint.text = UserManager.userPoint.ToString(); DialogController.CloseMessage(); }