public void Initialize() { var _coroutineOwnerGameObject = new GameObject("DBModel_CoroutineOwner"); _coroutineOwnerGameObject.AddComponent <CoroutineOwner>(); _co = _coroutineOwnerGameObject.GetComponent <CoroutineOwner>(); }
public void Initialize() { PhotonNetwork.sendRate = 60; PhotonNetwork.sendRateOnSerialize = 50; Models.Get <IGamestateModel>().StateChanged += OnGamestateChanged; Models.Get <IArenaModel>().PedestalsConfigured += OnPedestalsConfigured; _photonRelay = GameObject.FindObjectOfType <PhotonRelay>() as IPhotonRelay; _photonRelay.ConnectedToMaster += OnConnectedToMaster; _photonRelay.JoinedLobby += OnJoinedLobby; _photonRelay.CreatedRoom += OnCreatedRoom; _photonRelay.JoinedRoom += OnJoinedRoom; _photonRelay.ReceivedRoomListUpdate += OnReceivedRoomListUpdate; _photonRelay.JoinRoomFailed += OnJoinRoomFailed; _photonRelay.PlayerConnected += OnPlayerConnected; _photonRelay.PlayerDisconnected += OnPlayerDisconnected; _photonRelay.ReadyCheckFinished += OnReadyCheckFinished; _photonRelay.Disconnected += OnDisconnectedFromPhoton; _photonRelay.LeftRoom += OnLeftRoom; _photonRelay.GameFinished += OnGameFinished; _photonRelay.PlayerDied += OnPlayerDied; _roomBlacklist = new HashSet <string>(); var _coroutineOwnerGameObject = new GameObject("NetworkModel_CoroutineOwner"); _coroutineOwnerGameObject.AddComponent <CoroutineOwner>(); _co = _coroutineOwnerGameObject.GetComponent <CoroutineOwner>(); }
public void Initialize() { _processInputs = false; _pendingDamage = false; var go = new GameObject("NetPlayerModel_CoroutineOwner"); _co = go.AddComponent <CoroutineOwner>(); Models.Get <IGamestateModel>().StateChanged += OnGamestateChange; Models.Get <INetworkModel>().RoomFilled += OnRoomFilled; Models.Get <IArenaModel>().PedestalsConfigured += OnPedestalsConfigured; Models.Get <IShuttersModel>().ShutterTransitionEnd += OnShuttersTransitionEnd; }