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();
    }
示例#2
0
    public void OpenConfig()
    {
        //ダイアログ表示
        ScreenManager.Instance.FadeUI(configCanvas.gameObject, true);
        Setting();

        DialogController.CloseMessage();
    }
示例#3
0
 //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!!");
    }
示例#5
0
    //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);
    }
示例#8
0
    //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);
    }
示例#10
0
    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;
        }
    }
示例#11
0
    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());
                }
            }
        }
    }
示例#15
0
 //ネットワーク接続あり
 private void SetCustom()
 {
     isConnectedNetwork = true;
     textPoint.text     = UserManager.userPoint.ToString();
     DialogController.CloseMessage();
 }