/// <summary> /// Sets the target on which the card can base its loading /// </summary> /// <param name="target"></param> public void StartLoadWithTarget(ConnectTarget target) { switch (target) { case ConnectTarget.ConnectingToMaster: m_LoadPercentageStep = 1f / SERVER_CONNECT_STEPS_DEFAULT; break; case ConnectTarget.ReconnectingToMaster: m_LoadPercentageStep = 1f / SERVER_CONNECT_STEPS_RECONNECT; break; case ConnectTarget.JoiningRoom: m_LoadPercentageStep = 1f / ROOM_JOIN_LEAVE_STEPS; break; case ConnectTarget.CreatingRoom: m_LoadPercentageStep = 1f / ROOM_JOIN_LEAVE_STEPS; break; case ConnectTarget.LeavingRoom: m_LoadPercentageStep = 1f / ROOM_JOIN_LEAVE_STEPS; break; } m_Target = target; m_Title.text = StringUtils.AddWhiteSpaceAtUppers(target.ToString()); StartCoroutine(LoadBarByStepPercentage()); }
private void SetActiveStateOfPlayerItem(PlayerItem item, Player player, Player localPlayer) { item.Name.text = player.NickName; var isMyItem = player == localPlayer; var status = PlayerManager.Instance.GetInRoomStatus(player); var localInPlayerList = status == InRoomStatus.InPlayerlist && isMyItem; var statusString = localInPlayerList ? READYUP_TEXT : StringUtils.AddWhiteSpaceAtUppers(status.ToString()); item.Status.text = statusString; item.StatusSelectable.interactable = isMyItem; var button = item.SetMasterButton; button.gameObject.SetActive(player.IsMasterClient); button.interactable = !player.IsMasterClient; if (localPlayer.IsMasterClient && !isMyItem) { button.onClick.AddListener(() => { OnSetMasterButtonClick(player); }); } item.GO.SetActive(true); }
private void Update() { var currentState = PhotonNetwork.NetworkClientState; var statusUpdate = currentState != m_KnownState; if (statusUpdate) { m_KnownState = currentState; m_Status.text = StringUtils.AddWhiteSpaceAtUppers(m_KnownState.ToString()); UpdateLoadTarget(); } CheckForTaskFinished(); }
private void OnEnable() { m_KnownState = PhotonNetwork.NetworkClientState; m_Status.text = StringUtils.AddWhiteSpaceAtUppers(m_KnownState.ToString()); }