public void addElement(IPEndPoint ip, string name, bool isAi, Color color, int id) { foreach (var a in comps) { if (Equals(a.ip, ip)) { a.players.Add(new playerElement { name = name, isAi = isAi, color = color, id = id }); return; } } var ele = new ComputersListElement(); ele.ip = ip; ele.players.Add(new playerElement { name = name, isAi = isAi, color = color, id = id }); comps.Add(ele); }
public void refreshLogic() { if (NetworkManager.instance.GetNetworkState() == NetworkState.NET_SERVER) { comps = new List <ComputersListElement>(); foreach (var c in NetworkManager.instance.computers) { var l = new ComputersListElement(); l.ip = c.ip; foreach (var p in NetworkManager.instance.players) { if (Equals(p.ip, l.ip)) { l.players.Add(new playerElement { name = p.name, isAi = p.isAi, color = p.color, id = p.id }); } } comps.Add(l); } } }
public void debugStartGameServer() { NetworkManager.instance.RunSerwer(); long seed = UnityEngine.Random.Range(0, int.MaxValue); Debug.Log("Debug Start Game Server"); var menuData = new DaneZMenuGlownego(); List <ComputersListElement> ele = new List <ComputersListElement>(); var cs = new ComputersListElement(); cs.ip = new IPEndPoint(NetworkManager.instance.GetMyIp(), NetworkManager.instance.port); cs.players.Add(new playerElement() { isAi = true, name = "Bot", id = 0 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 1", id = 1 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 2", id = 2 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 3", id = 3 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 4", id = 4 }); ele.Add(cs); menuData.komputeryIGracze = ele; PlayGame();//todo menudata }