// Start is called before the first frame update void Start() { if (singleTon) { Destroy(gameObject);//destroy this gameobject if singleton is already set because there's a singleton out there } else { singleTon = this; DontDestroyOnLoad(gameObject);//don't destroy this wehn we load a new scene otherwise we will loose this game object //show connection screen panelHostDetails.gameObject.SetActive(true); panelUsername.gameObject.SetActive(false); panelGameplay.gameObject.SetActive(false); } //test Buffer class; //Buffer buff = Buffer.Alloc(10);//should create a new byte array that holds 10 bytes //Buffer buff = Buffer.From("Hello World"); /* buff.Concat(Buffer.From("A WHOLE OTHER HELLO WORLD")); * //buff.WriteInt8(-123, 1); * //buff.WriteBytes(new byte[] { 0, 5}, 0); * //buff.WriteUInt16LE(517, 0); * //print(buff.ReadUInt16LE(0)); * //print(buff.ReadUInt16BE(0)); * print(buff); * print(buff.ReadString());*/ }
// Start is called before the first frame update void Start() { panelGameplay.GetComponent <ControllerGameplay>(); if (singleton) { // already set... Destroy(gameObject); // there's already one out there..... } else { singleton = this; DontDestroyOnLoad(gameObject); // dont destroy when loading new scenes! // show connection screen: panelHostDetails.gameObject.SetActive(true); panelUsername.gameObject.SetActive(false); panelGameplay.gameObject.SetActive(false); } // Buffer buff = Buffer.Alloc(4); // buff.Concat(new byte[] { 1, 2, 3, 4 },-1); // buff.Consume(3); // print(buff); }
void Start() { if (singleton) { // already set... Destroy(gameObject); //there's already one out there... } else { singleton = this; DontDestroyOnLoad(gameObject); // don't destroy when loading a new scene SwitchToPanel(Panel.Host); } }
//public GameplayController panelGameplay; void Start() { // buffer.validPacketIdentifyers = new string[] {"JOIN", "UPDT", "CHAT"}; //implimented singleton design pattern if (singleton) { Destroy(gameObject); //there's already one out there..... } else { singleton = this; DontDestroyOnLoad(gameObject); //don't destroy when you load a new scene //controllerGameplay.SwitchScreenState(ScreenState.Conection); } }
void Start() { if (singleton) { //already set... Destroy(gameObject); // there's already on out there.... and we dont want two } else { singleton = this; DontDestroyOnLoad(gameObject); //dont destroy when loading new scenes! // show connection screen panelHostDetails.gameObject.SetActive(true); panelUsername.gameObject.SetActive(false); panelGameplay.gameObject.SetActive(false); } }
void Start() { buffer.validPacketIdentifyers = new string[] { "JOIN", "UPDT", "CHAT" }; //implimented singleton design pattern if (singleton) { Destroy(gameObject); //there's already one out there..... } else { singleton = this; DontDestroyOnLoad(gameObject); //don't destroy when you load a new scene paneHostDetails.gameObject.SetActive(true); panelUsername.gameObject.SetActive(false); panelGameplay.gameObject.SetActive(false); } }
void Start() { if (singleton) { // already set... Destroy(gameObject); //there's already one out there... } else { singleton = this; DontDestroyOnLoad(gameObject); // don't destroy when loading a new scene // show connection screen: panelHostDetails.gameObject.SetActive(true); panelUsername.gameObject.SetActive(false); panelGameplay.gameObject.SetActive(false); } Buffer buff = Buffer.Alloc(4); buff.Concat(new byte[] { 1, 2, 3, 4 }, 0); buff.Consume(10); print(buff); }