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using System.Collections;
using SoundImplementation;
using TMPro;
using UnityEngine;
public class LoadingScreen : MonoBehaviour
{
private const string SEARCHING_TEXT = "SEARCHING";
private const string SEARCHING_PRIVATE_TEXT = "WAITING FOR FRIEND";
[SerializeField]
private TextMeshProUGUI m_SearchingText;
public GameObject gameMode;
public GeneralParticleSystem searchingSystem;
public GeneralParticleSystem matchFoundSystem;
public GeneralParticleSystem[] playerNamesSystem;
public float matchFoundTime = 0.5f;
public float playerNameTime = 2f;
public static LoadingScreen instance;
private void Awake()
{
instance = this;
}
public void StartLoading(bool privateGame = false)
{
StopAllCoroutines();
matchFoundSystem.Stop();
for (int i = 0; i < playerNamesSystem.Length; i++)
{
playerNamesSystem[i].Stop();
}
searchingSystem.Play();
m_SearchingText.text = GetSearchingString(privateGame);
}
private string GetSearchingString(bool privGame)
{
if (privGame)
{
return "WAITING FOR FRIEND";
}
return "SEARCHING";
}
private IEnumerator IDoLoading()
{
SoundPlayerStatic.Instance.PlayMatchFound();
matchFoundSystem.Play();
yield return new WaitForSeconds(matchFoundTime);
matchFoundSystem.Stop();
GetComponentInChildren<DisplayMatchPlayerNames>().ShowNames();
for (int i = 0; i < playerNamesSystem.Length; i++)
{
playerNamesSystem[i].Play();
}
yield return new WaitForSeconds(playerNameTime);
for (int j = 0; j < playerNamesSystem.Length; j++)
{
playerNamesSystem[j].Stop();
playerNamesSystem[j].GetComponentInParent<TextMeshProUGUI>().text = "";
}
gameMode.SetActive(value: true);
}
public void StopLoading()
{
StopAllCoroutines();
searchingSystem.Stop();
StartCoroutine(IDoLoading());
}
}
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