public IEnumerator ServerCountdownCoroutine() { float remainingTime = prematchCountdown; int floorTime = Mathf.FloorToInt(remainingTime); LobbyCountdown countdown; while (remainingTime > 0) { yield return(null); remainingTime -= Time.deltaTime; int newFloorTime = Mathf.FloorToInt(remainingTime); if (newFloorTime != floorTime) { floorTime = newFloorTime; countdown = LobbyCountdown.Create(GlobalTargets.Everyone); countdown.Time = floorTime; countdown.Send(); } } countdown = LobbyCountdown.Create(GlobalTargets.Everyone); countdown.Time = 0; countdown.Send(); BoltNetwork.LoadScene(gameScene.SimpleSceneName); }
public void LobbyCoutndownEvent() { LobbyCountdown countdownEvent = LobbyCountdown.Create(); countdownEvent.Time = 0; countdownEvent.Send(); }
public IEnumerator ServerCountdownCoroutine() { float remainingTime = 4f;//prematchCountdown; int floorTime = Mathf.FloorToInt(remainingTime); LobbyCountdown countdown; ChangeTo(countdownPanel.GetComponent <RectTransform>()); while (remainingTime > 0) { yield return(null); remainingTime -= Time.deltaTime; int newFloorTime = Mathf.FloorToInt(remainingTime); if (newFloorTime != floorTime) { floorTime = newFloorTime; countdown = LobbyCountdown.Create(GlobalTargets.Everyone); countdown.Time = floorTime; countdown.Send(); } } countdown = LobbyCountdown.Create(GlobalTargets.Everyone); countdown.Time = 0; countdown.Send(); BoltNetwork.LoadScene(gameScene.SimpleSceneName); LoadHandler.instance.sceneBuildIndex = LoadHandler.instance.mainSceneIndex; }
private IEnumerator CountdownCoroutine() { float remainingTime = _countdownSettings.Timer; int floorTime = Mathf.FloorToInt(remainingTime); LobbyCountdown countdownEvent; if (_countdownSettings.Countdown) { while (remainingTime > 0) { remainingTime -= Time.deltaTime; int newFloorTime = Mathf.FloorToInt(remainingTime); if (newFloorTime != floorTime) { floorTime = newFloorTime; countdownEvent = LobbyCountdown.Create(GlobalTargets.Everyone); countdownEvent.Time = floorTime; countdownEvent.Send(); } yield return(null); } } countdownEvent = LobbyCountdown.Create(GlobalTargets.Everyone); countdownEvent.Time = 0; countdownEvent.Send(); GameReady gameReadyEvent = GameReady.Create(GlobalTargets.Everyone); gameReadyEvent.Send(); _gameIsStarted = true; }