void Awake() { this.freenet = gameObject.AddComponent <CFreeNetUnityService>(); this.freenet.appcallback_on_message += this.on_message; this.freenet.appcallback_on_status_changed += this.on_status_changed; this.sending_queue = new Queue <CPacket>(); }
public void Awake() { this.txtServerMsg = GameObject.Find("txtServerMsg").GetComponent <Text>(); this.gameserver = gameObject.AddComponent <CFreeNetUnityService>(); this.gameserver.appcallback_on_status_changed += on_status_changed; this.gameserver.appcallback_on_message += on_message; }
void Awake() { this.received_msg = ""; // 네트워크 통신을 위해 CFreeNetUnityService객체를 추가합니다. this.gameserver = gameObject.AddComponent <CFreeNetUnityService>(); // 상태 변화(접속, 끊김등)를 통보 받을 델리게이트 설정. this.gameserver.appcallback_on_status_changed += on_status_changed; // 패킷 수신 델리게이트 설정. this.gameserver.appcallback_on_message += on_message; }
void Init() { this.received_msg = ""; gameserver = gameObject.AddComponent <CFreeNetUnityService>(); gameserver.appcallback_on_status_changed += OnStatusChanged; // 패킷 수신 델리게이트 설정. gameserver.appcallback_on_message += OnMessage; }
void Awake() { Inst = this; this.received_msg = ""; this.gameserver = gameObject.AddComponent <CFreeNetUnityService>(); this.gameserver.appcallback_on_status_changed += on_status_changed; this.gameserver.appcallback_on_message += on_message; connect(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != null) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); // 네트워크 통신을 위해 CFreeNetUnityService객체를 추가합니다. this.gameserver = gameObject.AddComponent <CFreeNetUnityService>(); // 상태 변화(접속, 끊김등)를 통보 받을 델리게이트 설정. this.gameserver.appcallback_on_status_changed += on_status_changed; // 패킷 수신 델리게이트 설정. this.gameserver.appcallback_on_message += on_message; }
private void Awake() { this.gameserver = gameObject.AddComponent <CFreeNetUnityService>(); this.gameserver.appcallback_on_status_changed += on_status_changed; this.gameserver.appcallback_on_message += on_message; }