// Use this for initialization
 void Start()
 {
     levelChoice = 0;
     image       = gameObject.GetComponent <Image>();
     RPCWrapper.RegisterMethod(UpdateColorWin);
     RPCWrapper.RegisterMethod(LoadWeaponLevel);
 }
    public void ValidateButtonPressed()
    {
        RPCWrapper.RPC("TryLaunchingGame", RPCMode.Server);

        // Register LoadGame() in the RPC wrapper.
        RPCWrapper.RegisterMethod(LoadGame);
    }
    void Start()
    {
        RPCWrapper.RegisterMethod(UpdateRoll);
        RPCWrapper.RegisterMethod(JumpPlayer);

        GetReferenceToPlayer();
        GetReferenceToWorld();
    }
    private void Start()
    {
        // Get the image component.
        imageComponent = gameObject.GetComponent <SpriteRenderer>();

        // Register in the RPC wrapper.
        RPCWrapper.RegisterMethod(SetTargetActive);

        // In the doubt. Note that the aiming manager will call this method as soon as it begins.
        SetTargetActive(false);
    }
    private void Start()
    {
        if (target == null)
        {
            Debug.LogError(GetType().Name + " : The field 'target' is empty");
        }

        if (bulletPrefab == null)
        {
            Debug.LogError(GetType().Name + " : The field 'bullet' is empty");
        }

        RPCWrapper.RegisterMethod(ShootButtonPressed);
    }
 private void Start()
 {
     // Register UpdateTarget() in the RPC wrapper.
     RPCWrapper.RegisterMethod(UpdateTarget);
 }
 // Use this for initialization
 void Start()
 {
     RPCWrapper.RegisterMethod(UpdateCamera);
 }
Beispiel #8
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 void Start()
 {
     RPCWrapper.RegisterMethod(OnButtonPressedWin);
 }
 void Start()
 {
     // Register TryLaunchingGame() in the RPC wrapper.
     RPCWrapper.RegisterMethod(TryLaunchingGame);
 }
Beispiel #10
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 private void Start()
 {
     // Server tells clients when to load next phase.
     RPCWrapper.RegisterMethod(LoadNextPhase);
     RPCWrapper.RegisterMethod(LoadScoreScene);
 }