Beispiel #1
0
        private void SetupEvents()
        {
            On("open", (E) =>
            {
                Debug.Log("Connection mate to the server");
            });

            On("register", (E) =>
            {
                ClientID = E.data["id"].ToString().RemoveQuotes();

                Debug.LogFormat("Our Client's ID ({0})", ClientID);
            });

            On("spawn", (E) =>
            {
                string id = E.data["id"].ToString().Replace("\"", string.Empty).Trim();

                GameObject go = Instantiate(playerPrefab, networkContainer);
                go.name       = string.Format("Payer({0})", id);
                NetworkIdentity networkIdentity = go.GetComponent <NetworkIdentity>();
                networkIdentity.SetControllerID(id);
                networkIdentity.SetSocketReference(this);
                serverObjects.Add(id, networkIdentity);
            });

            On("disconected", (E) =>
            {
                string id = E.data["id"].ToString();

                GameObject go = serverObjects[id].gameObject;
                Destroy(go);
                serverObjects.Remove(id);
            });

            On("updatePosition", (E) =>
            {
                string id = E.data["id"].ToString().RemoveQuotes();
                float x   = E.data["position"]["x"].f;
                float y   = E.data["position"]["y"].f;
                //actualizo posicion del juador correspondiente
                NetworkIdentity networkIdentity    = serverObjects[id];
                networkIdentity.transform.position = new Vector3(x, y, 0);
            });

            On("updateRotation", (E) =>
            {
                string id            = E.data["id"].ToString().RemoveQuotes();
                float tankRotation   = E.data["tankRotation"].f;
                float barrelRotation = E.data["barrelRotation"].f;

                //actualizo la rotacion del jugador correspondiente
                NetworkIdentity networkIdentity            = serverObjects[id];
                networkIdentity.transform.localEulerAngles = new Vector3(0, 0, tankRotation);
                networkIdentity.GetComponent <PlayerManager>().SetBarrelRotation(barrelRotation);
            });
        }
Beispiel #2
0
        public void ForcePlayerToIdle()
        {
            NetworkIdentity ni = networkIdentities.Single(i => i.GetID() == ClientID);

            ni.GetComponent <NetworkAnimator>().ForceToIdle();
        }
        // Update is called once per frame
        // public override void Update()
        // {
        //     base.Update();
        // }
        private void SetupEvents()
        {
            // Initial connection will connect just once, even if console displays TWO logs.
            io.On("open", (e) => {
                Debug.Log("connection made to server");
            });

            io.On("register", (e) => {
                ClientID = new JSONObject(e.data)["id"].str;
                Debug.LogFormat("Our Client's Id is ({0})", ClientID);
            });

            io.On("spawn", (e) => {
                // handling all spawned players
                string id = new JSONObject(e.data)["id"].str;

                GameObject go      = Instantiate(playerGO, networkContainer);
                go.name            = string.Format("Player ({0})", id);
                NetworkIdentity ni = go.GetComponent <NetworkIdentity>();
                ni.SetControllerID(id);
                ni.SetSocketReference(io.socketIO);
                serverObjects.Add(id, ni);
            });

            io.On("disconnected", (e) => {
                string id = new JSONObject(e.data)["id"].str;
                Debug.Log("player disconnected");
                GameObject go = serverObjects[id].gameObject;
                Destroy(go); // remove GO from game
                serverObjects.Remove(id);
            });

            io.On("updateRotation", (e) => {
                JSONObject data    = new JSONObject(e.data);
                string id          = data["id"].ToString().RemoveQuotes();
                float weaponRot    = data["weaponRotation"].f;
                bool flipped       = data["playerFlipped"].b;
                NetworkIdentity ni = serverObjects[id];
                // Debug.Log("updating other rotations");
                ni.GetComponent <PlayerManager>().SetWeaponRotation(weaponRot);
            });

            io.On("updatePosition", (e) => {
                JSONObject data       = new JSONObject(e.data);
                string id             = data["id"].ToString().RemoveQuotes();
                float x               = data["position"]["x"].f;
                float y               = data["position"]["y"].f;
                NetworkIdentity ni    = serverObjects[id];
                ni.transform.position = new Vector3(x, y, 0);
            });

            io.On("serverSpawn", (e) => {
                JSONObject data = new JSONObject(e.data);
                string name     = data["name"].str;
                string id       = data["id"].ToString().RemoveQuotes();
                float x         = data["position"]["x"].f;
                float y         = data["position"]["y"].f;
                if (!serverObjects.ContainsKey(id))
                {
                    // Debug.LogFormat("Server wants to spawn '{0}'", name);
                    ServerObjectData sod           = serverSpawnables.GetObjectByName(name);
                    var spawnObject                = Instantiate(sod.Prefab, networkContainer);
                    spawnObject.transform.position = new Vector3(x, y, 0);
                    NetworkIdentity ni             = spawnObject.GetComponent <NetworkIdentity>();
                    ni.SetControllerID(id);
                    ni.SetSocketReference(io.socketIO);

                    // if projectile apply direction as well
                    if (name == "Arrow_Regular")
                    {
                        float directionX = data["direction"]["x"].f;
                        float directionY = data["direction"]["y"].f;
                        string activator = data["activator"].ToString().RemoveQuotes();
                        float speed      = data["speed"].f;

                        float rot = Mathf.Atan2(directionY, directionX) * Mathf.Rad2Deg;
                        Vector3 currentRotation        = new Vector3(0, 0, rot + 180);
                        spawnObject.transform.rotation = Quaternion.Euler(currentRotation);

                        WhoActivatedMe whoActivatedMe = spawnObject.GetComponent <WhoActivatedMe>();
                        whoActivatedMe.SetActivator(activator);

                        Projectile projectile = spawnObject.GetComponent <Projectile>();
                        projectile.Direction  = new Vector2(directionX, directionY);
                        projectile.Speed      = speed;
                    }
                    serverObjects.Add(id, ni);
                }
            });
            io.On("serverDespawn", (e) => {
                string id          = new JSONObject(e.data)["id"].str;
                NetworkIdentity ni = serverObjects[id];
                serverObjects.Remove(id);
                Destroy(ni.gameObject);
            });
            io.On("playerDied", (e) => {
                string id          = new JSONObject(e.data)["id"].str;
                NetworkIdentity ni = serverObjects[id];
                ni.gameObject.SetActive(false);
            });
            io.On("playerRespawn", (e) => {
                JSONObject data       = new JSONObject(e.data);
                string id             = data["id"].ToString().RemoveQuotes();
                float x               = data["position"]["x"].f;
                float y               = data["position"]["y"].f;
                NetworkIdentity ni    = serverObjects[id];
                ni.transform.position = new Vector3(x, y, 0);
                ni.gameObject.SetActive(true);
            });
            io.On("loadGame", (e) => {
                SceneManagementManager.Instance.LoadLevel(levelName: SceneList.LEVEL, onLevelLoaded: (levelName) => {
                    SceneManagementManager.Instance.UnLoadLevel(SceneList.MAIN_MENU);
                });
            });
        }
Beispiel #4
0
        private void setupEvents()
        {
            On("open", (E) => {
                Debug.Log("Connection made to the server");
            });

            On("register", (E) => {
                ClientID = E.data["id"].ToString().RemoveQuotes();
                Debug.LogFormat("Our Client's ID ({0})", ClientID);
            });

            On("spawn", (E) => {
                //Handling all spawning all players
                //Passed Data
                string id = E.data["id"].ToString().RemoveQuotes();

                GameObject go      = Instantiate(playerPrefab, networkContainer);
                go.name            = string.Format("Player ({0})", id);
                NetworkIdentity ni = go.GetComponent <NetworkIdentity>();
                ni.SetControllerID(id);
                ni.SetSocketReference(this);
                serverObjects.Add(id, ni);
            });

            On("disconnected", (E) => {
                string id = E.data["id"].ToString().RemoveQuotes();

                GameObject go = serverObjects[id].gameObject;
                Destroy(go);              //Remove from game
                serverObjects.Remove(id); //Remove from memory
            });

            On("updatePosition", (E) => {
                string id = E.data["id"].ToString().RemoveQuotes();
                float x   = E.data["position"]["x"].f;
                float y   = E.data["position"]["y"].f;

                NetworkIdentity ni    = serverObjects[id];
                ni.transform.position = new Vector3(x, y, 0);
            });

            On("updateRotation", (E) => {
                string id            = E.data["id"].ToString().RemoveQuotes();
                float tankRotation   = E.data["tankRotation"].f;
                float barrelRotation = E.data["barrelRotation"].f;

                NetworkIdentity ni            = serverObjects[id];
                ni.transform.localEulerAngles = new Vector3(0, 0, tankRotation);
                ni.GetComponent <PlayerManager>().SetRotation(barrelRotation);
            });

            On("updateAI", (E) => {
                string id            = E.data["id"].ToString().RemoveQuotes();
                float x              = E.data["position"]["x"].f;
                float y              = E.data["position"]["y"].f;
                float tankRotation   = E.data["tankRotation"].f;
                float barrelRotation = E.data["barrelRotation"].f;

                NetworkIdentity ni = serverObjects[id];
                if (ni.gameObject.activeInHierarchy)
                {
                    StartCoroutine(AIPositionSmoothing(ni.transform, new Vector3(x, y, 0)));
                    ni.GetComponent <AIManager>().SetTankRotation(tankRotation);
                    ni.GetComponent <AIManager>().SetBarrelRotation(barrelRotation);
                }
            });

            On("serverSpawn", (E) => {
                string name = E.data["name"].str;
                string id   = E.data["id"].ToString().RemoveQuotes();
                float x     = E.data["position"]["x"].f;
                float y     = E.data["position"]["y"].f;
                Debug.LogFormat("Server wants us to spawn a '{0}'", name);

                if (!serverObjects.ContainsKey(id))
                {
                    ServerObjectData sod             = serverSpawnables.GetObjectByName(name);
                    var spawnedObject                = Instantiate(sod.Prefab, networkContainer);
                    spawnedObject.transform.position = new Vector3(x, y, 0);
                    var ni = spawnedObject.GetComponent <NetworkIdentity>();
                    ni.SetControllerID(id);
                    ni.SetSocketReference(this);

                    //If bullet apply direction as well
                    if (name == "Bullet")
                    {
                        float directionX = E.data["direction"]["x"].f;
                        float directionY = E.data["direction"]["y"].f;
                        string activator = E.data["activator"].ToString().RemoveQuotes();
                        float speed      = E.data["speed"].f;

                        float rot = Mathf.Atan2(directionY, directionX) * Mathf.Rad2Deg;
                        Vector3 currentRotation          = new Vector3(0, 0, rot - 90);
                        spawnedObject.transform.rotation = Quaternion.Euler(currentRotation);

                        WhoActivatedMe whoActivatedMe = spawnedObject.GetComponent <WhoActivatedMe>();
                        whoActivatedMe.SetActivator(activator);

                        Projectile projectile = spawnedObject.GetComponent <Projectile>();
                        projectile.Direction  = new Vector2(directionX, directionY);
                        projectile.Speed      = speed;
                    }

                    serverObjects.Add(id, ni);
                }
            });

            On("serverUnspawn", (E) => {
                string id          = E.data["id"].ToString().RemoveQuotes();
                NetworkIdentity ni = serverObjects[id];
                serverObjects.Remove(id);
                DestroyImmediate(ni.gameObject);
            });

            On("playerDied", (E) => {
                string id          = E.data["id"].ToString().RemoveQuotes();
                NetworkIdentity ni = serverObjects[id];
                if (ni.GetComponent <AIManager>())
                {
                    ni.GetComponent <AIManager>().StopCoroutines();
                }

                ni.gameObject.SetActive(false);
            });

            On("playerRespawn", (E) => {
                string id             = E.data["id"].ToString().RemoveQuotes();
                float x               = E.data["position"]["x"].f;
                float y               = E.data["position"]["y"].f;
                NetworkIdentity ni    = serverObjects[id];
                ni.transform.position = new Vector3(x, y, 0);
                ni.gameObject.SetActive(true);
            });

            On("loadGame", (E) => {
                Debug.Log("Switching to game");
                SceneManagementManager.Instance.LoadLevel(SceneList.LEVEL, (levelName) => {
                    SceneManagementManager.Instance.UnLoadLevel(SceneList.MAIN_MENU);
                });
            });

            On("lobbyUpdate", (E) => {
                OnGameStateChange.Invoke(E);
            });
        }
Beispiel #5
0
        private void setupEvents()
        {
            On("open", (E) => {
                Debug.Log("Connection Made To The Server");
            });

            On("register", (E) => {
                ClientID = E.data["id"].ToString().Trim('"');

                Debug.LogFormat("Our client's ID ({0})", ClientID);
            });

            On("spawn", (E) => {
                //Handling all spawning all players
                //Passed Data
                string id = E.data["id"].ToString().Trim('"');

                GameObject go      = Instantiate(playerPrefab, networkContainer);
                go.name            = string.Format("Player ({0})", id);
                NetworkIdentity ni = go.GetComponent <NetworkIdentity>();
                ni.SetControllerID(id);
                ni.SetSocketReference(this);
                serverObjects.Add(id, ni);
            });

            On("disconected", (E) => {
                string id = E.data["id"].ToString().Trim('"');

                GameObject go = serverObjects[id].gameObject;
                Destroy(go);              //Remove from game
                serverObjects.Remove(id); //Remove from memory
                Debug.Log("disconected");
            });

            On("updatePosition", (E) => {
                string id = E.data["id"].ToString().Trim('"');
                float x   = E.data["position"]["x"].f;
                float y   = E.data["position"]["y"].f;

                NetworkIdentity ni    = serverObjects[id];
                ni.transform.position = new Vector3(x, y, 0);
            });

            On("updateRotation", (E) => {
                string id            = E.data["id"].ToString().Trim('"');
                float tankRotation   = E.data["tankRotation"].f;
                float barrelRotation = E.data["barrelRotation"].f;

                NetworkIdentity ni            = serverObjects[id];
                ni.transform.localEulerAngles = new Vector3(0, 0, tankRotation);
                ni.GetComponent <PlayerManager>().SetRotation(barrelRotation);
            });

            On("serverSpawn", (E) => {
                string name = E.data["name"].str;
                string id   = E.data["id"].ToString().Trim('"');
                float x     = E.data["position"]["x"].f;
                float y     = E.data["position"]["y"].f;
                Debug.LogFormat("Server wants us to spawn a '{0}", name);

                if (!serverObjects.ContainsKey(id))
                {
                    ServerObjectData sod             = serverSpawnables.GetObjectByName(name);
                    var spwanedObject                = Instantiate(sod.Prefab, networkContainer);
                    spwanedObject.transform.position = new Vector3(x, y, 0);
                    var ni = spwanedObject.GetComponent <NetworkIdentity>();
                    ni.SetControllerID(id);
                    ni.SetSocketReference(this);

                    //If bullet applay direction as well
                    if (name == "Bullet")
                    {
                        float directionX = E.data["direction"]["x"].f;
                        float directionY = E.data["direction"]["y"].f;

                        float rot = Mathf.Atan2(directionY, directionX) * Mathf.Rad2Deg;
                        Vector3 currentRotation          = new Vector3(0, 0, rot - 90);
                        spwanedObject.transform.rotation = Quaternion.Euler(currentRotation);
                    }

                    serverObjects.Add(id, ni);
                }
            });

            On("serverUnspawn", (E) => {
                string id          = E.data["id"].ToString().Trim('"');
                NetworkIdentity ni = serverObjects[id];
                serverObjects.Remove(id);
                DestroyImmediate(ni.gameObject);
            });
        }
Beispiel #6
0
        private void SetupEvents()
        {
            On("open", (e) =>
            {
                Debug.Log("Connected to server");
            });

            On("register", (e) =>
            {
                ClientID = e.data["id"].ToString().RemoveQuotes();
                Debug.LogFormat("My client ID ({0})", ClientID);
            });

            On("spawn", (e) =>
            {
                string id          = e.data["id"].ToString().RemoveQuotes();
                GameObject go      = Instantiate(playerPrefab, networkContainer);
                go.name            = string.Format("Player ({0})", id);
                NetworkIdentity ni = go.GetComponent <NetworkIdentity>();
                ni.SetCotrollerID(id);
                ni.SetSocketReference(this);
                serverObjects.Add(id, ni);

                //Enabling Camera
                if (ni.IsControlling())
                {
                    go.transform.Find("Third Person Camera").gameObject.SetActive(true);
                }
                Debug.LogFormat("I have spawned");
            });

            On("disconnected", (e) =>
            {
                string id = e.data["id"].ToString().RemoveQuotes();

                GameObject go = serverObjects[id].gameObject;
                Destroy(go);
                serverObjects.Remove(id);
                Debug.LogFormat("Disconnected");
            });

            On("updatePosition", (e) =>
            {
                string id = e.data["id"].ToString().RemoveQuotes();
                float x   = float.Parse(e.data["position"]["x"].str, CultureInfo.InvariantCulture.NumberFormat);
                float y   = float.Parse(e.data["position"]["y"].str, CultureInfo.InvariantCulture.NumberFormat);
                float z   = float.Parse(e.data["position"]["z"].str, CultureInfo.InvariantCulture.NumberFormat);

                NetworkIdentity ni    = serverObjects[id];
                ni.transform.position = new Vector3(x, y, z);
            });

            On("updateRotation", (e) =>
            {
                string id = e.data["id"].ToString().RemoveQuotes();

                float rotation = float.Parse(e.data["rotation"].str, CultureInfo.InvariantCulture.NumberFormat);

                NetworkIdentity ni            = serverObjects[id];
                ni.transform.localEulerAngles = new Vector3(0, rotation, 0);
            });

            On("updateAI", (e) => {
                string id = e.data["id"].ToString().RemoveQuotes();

                float x = float.Parse(e.data["position"]["x"].str, CultureInfo.InvariantCulture.NumberFormat);
                float y = float.Parse(e.data["position"]["y"].str, CultureInfo.InvariantCulture.NumberFormat);
                float z = float.Parse(e.data["position"]["z"].str, CultureInfo.InvariantCulture.NumberFormat);

                float rotation = float.Parse(e.data["rotation"].str, CultureInfo.InvariantCulture.NumberFormat);

                NetworkIdentity ni = serverObjects[id];

                if (ni.gameObject.activeInHierarchy)
                {
                    StartCoroutine(AIPositionSmoothing(ni.transform, new Vector3(x, y, z)));
                    ni.GetComponent <EnemyManager>().SetRotation(rotation);
                }
            });

            On("serverSpawn", (e) =>
            {
                string name = e.data["name"].str;
                string id   = e.data["id"].ToString().RemoveQuotes();
                float x     = float.Parse(e.data["position"]["x"].ToString(), CultureInfo.InvariantCulture.NumberFormat);
                float y     = float.Parse(e.data["position"]["y"].ToString(), CultureInfo.InvariantCulture.NumberFormat);
                float z     = float.Parse(e.data["position"]["z"].ToString(), CultureInfo.InvariantCulture.NumberFormat);

                Debug.LogFormat("Server wants us to spawn a '{0}'", name);

                if (!serverObjects.ContainsKey(id))
                {
                    ServerObjectData sod             = serverSpawnables.GetObjectByName(name);
                    GameObject spawnedObject         = Instantiate(sod.prefab, networkContainer);
                    spawnedObject.transform.position = new Vector3(x, y, z);
                    NetworkIdentity ni = spawnedObject.GetComponent <NetworkIdentity>();
                    ni.SetCotrollerID(id);
                    ni.SetSocketReference(this);
                    Debug.Log(spawnedObject.transform.position);



                    //if bullet apply direction as well
                    //       if(name == "Bullet")
                    //        {
                    //            float directionX = float.Parse(e.data["direction"]["x"].str, CultureInfo.InvariantCulture.NumberFormat);
                    //            float directionY = float.Parse(e.data["direction"]["y"].str, CultureInfo.InvariantCulture.NumberFormat);
                    //            string activator = e.data["activator"].ToString().RemoveQuotes();
                    //            float speed = float.Parse(e.data["speed"].str, CultureInfo.InvariantCulture.NumberFormat);

                    //            float rot = Mathf.Atan2(directionY, directionX) * Mathf.Rad2Deg;
                    //            Vector3 currentRotation = new Vector3(0, 0, rot - 90);
                    //            spawnedObject.transform.rotation = Quaternion.Euler(currentRotation);

                    //            WhoActivateMe whoActivateMe = spawnedObject.GetComponent<WhoActivateMe>();
                    //            whoActivateMe.SetActivator(activator);

                    //            Projectile projectile = spawnedObject.GetComponent<Projectile>();
                    //            projectile.Direction = new Vector2(directionX, directionY);
                    //            projectile.Speed = speed;
                    //        }

                    serverObjects.Add(id, ni);
                }
            });

            On("serverUnspawn", (e) =>
            {
                string id          = e.data["id"].ToString().RemoveQuotes();
                NetworkIdentity ni = serverObjects[id];
                serverObjects.Remove(id);
                DestroyImmediate(ni.gameObject);
            });

            On("playerDied", (e) =>
            {
                string id          = e.data["id"].ToString().RemoveQuotes();
                NetworkIdentity ni = serverObjects[id];
                ni.gameObject.SetActive(false);
            });



            On("loadGame", (e) =>
            {
                Debug.Log("Switching to game");
                SceneManagementManager.Instance.LoadLevel(SceneList.LEVEL, (levelName) =>
                {
                    SceneManagementManager.Instance.UnloadLevel(SceneList.MAIN_MENU);
                });
            });

            On("lobbyUpdate", (e) =>
            {
                OnGameStateChange.Invoke(e);   //I prefer use Invoke to make difference between Action and function
            });
        }
Beispiel #7
0
        private void SetUpEvents()
        {
            //open prints two times, but this is bug with the socket.io asset
            //the connection does not get duplicated so it does not matter much.
            On("open", (e) =>
            {
                Debug.Log("Connection Made with Server");
            });

            On("register", (e) =>
            {
                ClientID = e.data["id"].ToString().RemoveQuotes();//.RemoveQuotes();

                Debug.LogFormat("Our Client's ID is ({0})", ClientID);
            });

            On("spawn", (e) =>
            {
                string id = e.data["id"].ToString().RemoveQuotes();

                GameObject go = Instantiate(playerPrefab, networkContainer);
                go.name       = string.Format("Player ({0})", id);
                //Network Identity: NI : ni
                NetworkIdentity ni = go.GetComponent <NetworkIdentity>();
                ni.SetControllerID(id);
                ni.SetSocketReference(this);
                serverObjects.Add(id, ni);
            });

            On("disconnected", (e) =>
            {
                string id = e.data["id"].ToString().RemoveQuotes();

                GameObject go = serverObjects[id].gameObject;
                Destroy(go);
                serverObjects.Remove(id);
            });

            On("updatePosition", (e) =>
            {
                string id = e.data["id"].ToString().RemoveQuotes();
                float x   = e.data["position"]["x"].f;
                float y   = e.data["position"]["y"].f;

                NetworkIdentity ni    = serverObjects[id];
                ni.transform.position = new Vector3(x, y, 0);
            });

            On("updateRotation", (e) =>
            {
                string id = e.data["id"].ToString().RemoveQuotes();

                float tankRotation   = e.data["tankRotation"].f;
                float barrelRotation = e.data["barrelRotation"].f;

                NetworkIdentity ni            = serverObjects[id];
                ni.transform.localEulerAngles = new Vector3(0, 0, tankRotation);
                ni.GetComponent <PlayerManager>().SetRotation(barrelRotation);
            });

            On("serverSpawn", (e) =>
            {
                string name = e.data["name"].str;
                string id   = e.data["id"].ToString().RemoveQuotes();
                float x     = e.data["position"]["x"].f;
                float y     = e.data["position"]["y"].f;
                Debug.LogFormat("Server wants us to spawn a '{0}'", name);

                if (!serverObjects.ContainsKey(id))
                {
                    ServerObjectData sod             = serverSpawnables.GetObjectByName(name);
                    var spawnedObject                = Instantiate(sod.Prefab, networkContainer);
                    spawnedObject.transform.position = new Vector3(x, y, 0);
                    var ni = spawnedObject.GetComponent <NetworkIdentity>();
                    ni.SetControllerID(id);
                    ni.SetSocketReference(this);

                    //If bullet, apply direction as well
                    if (name == "Bullet")
                    {
                        float directionX = e.data["direction"]["x"].f;
                        float directionY = e.data["direction"]["y"].f;

                        float rot = Mathf.Atan2(directionY, directionX) * Mathf.Rad2Deg;
                        Vector3 currentRotation          = new Vector3(0, 0, rot - 90);
                        spawnedObject.transform.rotation = Quaternion.Euler(currentRotation);
                    }

                    serverObjects.Add(id, ni);
                }
            });

            On("serverUnspawn", (e) =>
            {
                string id          = e.data["id"].ToString().RemoveQuotes();
                NetworkIdentity ni = serverObjects[id];
                serverObjects.Remove(id);
                DestroyImmediate(ni.gameObject);
            });
        }