using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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using Networking;
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using Networking.Client;
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public class NetworkedUIManager : PlayerUIManager
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{
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[SerializeField]
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private ClientObject Client;
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[SerializeField]
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private TMPro.TextMeshProUGUI TimeText;
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[SerializeField]
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private RectTransform Title;
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[SerializeField]
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private float TotalTime;
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[Header("Debug")]
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[SerializeField]
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private bool isTimePaused;
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private float StartTime;
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private BlockReader reader;
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protected override void Awake()
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{
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base.Awake();
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reader = new BlockReader();
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TrayUI.SetBlockReader(reader);
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StartTime = Time.time;
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ShowPosition.y -= Title.rect.height;
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OnClick_Show();
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}
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private void Update()
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{
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if (!isTimePaused)
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{
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TimeText.text = ((int)(TotalTime - (Time.time - StartTime))).ToString();
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if (Time.time - StartTime > TotalTime)
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OnClick_Play();
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}
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}
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public override void OnClick_Play()
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{
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OnClick_Hide();
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LogicProtocols.LogicMsg msg = new LogicProtocols.LogicMsg(reader.LogicChain.ToArray());
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Debug.Log("sending on " + LogicProtocols.SendLogicList);
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Client.client.SendByChannel(LogicProtocols.SendLogicList, msg, TransportConfigure.ReliableFragmented);
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UnityEngine.SceneManagement.SceneManager.LoadScene("WaitScene");
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}
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public void On_ClickPauseTime()
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{
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isTimePaused = !isTimePaused;
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if (isTimePaused)
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TimeText.color = Color.grey;
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else
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TimeText.color = Color.black;
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}
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}
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