public Server(int port = 4560) { rooms = new RoomArray(); CreateRoom("Default Room"); sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); sock.Bind(new IPEndPoint(IPAddress.Any, port)); sock.Listen(10); }
// Use this for initialization void Awake() { room = transform.parent.gameObject.transform.parent.gameObject; player = GameObject.FindGameObjectWithTag("Player"); fader = GameObject.FindGameObjectWithTag("Fade"); tmp = fader.GetComponent <RawImage>().color; rooms = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomArray>(); management = GameObject.FindGameObjectWithTag("Management").GetComponent <Management>(); //StartCoroutine(fadeOut()); }
// Use this for initialization void Start() { generate = true; //Se seleccionan puertas aleatoriamente de entre las 4 que hay. tilemap = GetComponent <Tilemap>(); roomArray = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomArray>(); roomArray.rooms.Add(gameObject); InvokeRepeating("generateDoors", 0, Random.Range(0.1f, 0.4f)); //Hay que arreglar esto. Al introducir un minimo y un maximo de habitaciones todo se vuelve loco. ARREGLADO. //Invoke("generateDoors", 0.1f); }
// Use this for initialization void Start() { tilemap = GetComponent <Tilemap>(); roomArray = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomArray>(); roomArray.minimapRooms.Add(gameObject); gridScript = transform.parent.transform.parent.GetComponent <MinimapGridScript>(); transform.parent.transform.name = "Default Room " + serialNumber; if (gridScript.canGenerate) { childPositions = new Dictionary <string, int>(); } Invoke("deleteSpawnPoints", 10f); if (serialNumber == 1 && gridScript.canGenerate) { currentRoom = true; } }
public static bool LoadRoomData() { _roomsData = new Dictionary <string, RoomData>(); _usedRooms = new List <string>(); RoomArray roomArray = GetRoomArayData(); if (roomArray != null) { for (int i = 0; i < roomArray.Rooms.Length; i++) { RoomData room = roomArray.Rooms[i]; if (room.Name.ToLower() == "random") { room.Name = RoomNameGenerator.GetRandomName(); } _roomsData.Add(room.RoomId, room); } return(true); } return(false); }