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Hooked in the starting game UI functions to network events to load th…
…e next scene and start the online match
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using TMPro; | ||
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namespace KickDive.UI { | ||
public class RoomNameMenuUI : MonoBehaviour { | ||
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[SerializeField] | ||
private TextMeshProUGUI _titleText; | ||
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[SerializeField] | ||
private LoadingCircle _loadingCircle; | ||
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[SerializeField] | ||
private Transform _mainContents; | ||
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[SerializeField] | ||
private Transform _waitingScreen; | ||
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[SerializeField] | ||
private MenuUIManager _uiManager; | ||
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[SerializeField] | ||
private TMP_InputField _inputField; | ||
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public bool isWaiting { get; private set; } | ||
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public void LoadWaitingContent() { | ||
// Turn on the right context | ||
_inputField.DeactivateInputField(); | ||
_mainContents.gameObject.SetActive(false); | ||
_waitingScreen.gameObject.SetActive(true); | ||
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_titleText.SetText("WAITING"); | ||
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_loadingCircle.StartLoading(); | ||
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isWaiting = true; | ||
} | ||
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public void LoadMainContent() { | ||
// Turn on the right context | ||
_inputField.ActivateInputField(); | ||
_mainContents.gameObject.SetActive(true); | ||
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_loadingCircle.StopLoading(); | ||
_waitingScreen.gameObject.SetActive(false); | ||
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_titleText.SetText("ENTER NAME"); | ||
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isWaiting = false; | ||
} | ||
} | ||
} |
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