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GameTransition.Instance.state = GameState.Multiplayer; - } else { - GameTransition.Instance.state = GameState.Menu; - } - player1.Clear(); - player2.Clear(); + ExitGame(true); break; // return to lobby or not enough players case 1: @@ -124,15 +118,15 @@ public class GameBoardInstance : MonoBehaviour { PlayerProperties.CreatePlayerHashtable(); callback(); + gameActive = true; yield return new WaitForSeconds(2f); headerTextMesh.text = ""; } - private bool endGameCoroutine; private IEnumerator EndGameTimer(float timer){ - endGameCoroutine = true; + gameActive = false; headerTextMesh.text = Localization.GetString(gameSetKey); yield return new WaitForSeconds(timer); @@ -140,8 +134,6 @@ public class GameBoardInstance : MonoBehaviour { GameTransition.Instance.state = GameState.Continue; Rematch.Instance.Setup(); - - endGameCoroutine = false; } private void StartSinglePlayer(){ @@ -155,4 +147,23 @@ public class GameBoardInstance : MonoBehaviour { player2.Setup(); } + public void ExitGame(bool force = false){ + if (gameActive || force){ + gameActive = false; + + player1.Stop(); + player2.Stop(); + + player1.Clear(); + player2.Clear(); + + if (NetworkManager.inRoom){ + NetworkManager.net.OpLeaveRoom(); + GameTransition.Instance.state = GameState.Multiplayer; + } else { + GameTransition.Instance.state = GameState.Menu; + } + } + } + } diff --git a/Assets/RealCode/Menu/Canvas.prefab b/Assets/RealCode/Menu/Canvas.prefab index 881ecfc..5583c28 100644 --- a/Assets/RealCode/Menu/Canvas.prefab +++ b/Assets/RealCode/Menu/Canvas.prefab @@ -380,7 +380,8 @@ RectTransform: m_LocalRotation: {x: 0, y: 0, z: 0.065403156, w: 0.99785894} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - 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#region Escape - public static void Escape() { - // Menu, SinglePlayer, Multiplayer, Lobby, SelectingRegion, ConnectionInProgress, InGame, Continue, Credits - switch (Instance.state){ - case GameState.SinglePlayer: - case GameState.Multiplayer: - case GameState.SelectingRegion: - case GameState.Continue: - case GameState.InGame: - case GameState.Help: - // Hard reset states - // Blah blah deprecated still works - Application.LoadLevel(0); - break; - - default: - Instance.state = GameState.Menu; - break; - } - } - - public static bool ShowEscape() { - switch(Instance.state) { - case GameState.Menu: - case GameState.Lobby: - return false; - } - - return true; - } - - public UnityEngine.UI.Button EscapeButton; - #endregion + [Header("Escape")] + public RectTransform escapeButton; + public Vector2 selectedEscapePosition = Vector2.zero; + private Vector2 baseEscapePosition; public static GameTransition Instance { get; private set; } + [Header("Main")] [SerializeField] private GameState _state; public GameState state { @@ -121,7 +94,8 @@ public class GameTransition : MonoBehaviour { } private void Start() { - if (EscapeButton) EscapeButton.onClick.AddListener(Escape); + escapeButton.GetComponent